how to make 3d movment in unity code example

Example 1: 3d movement unity

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThirdPersonMovement : MonoBehaviour
{

   



 public CharacterController controller;
    public Transform cam;


    public float speed = 6f;


    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;   




    void Update()
    {

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {

            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                       
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
        
        
        }

    }
}

Example 2: 3d movement unity

using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerMovement : MonoBehaviour {     
 public float speed = 25.0F;     
 public float jumpSpeed = 8.0F;      
 public float gravity = 20.0F;     
 private Vector3 moveDirection = Vector3.zero;
 private float turner;     
 private float looker;     
 public float sensitivity = 5;         
 // Use this for initialization     
 void Start () {              
 
 }          
 // Update is called once per frame     
 void Update () {         
      CharacterController controller = GetComponent<CharacterController>();
      // is the controller on the ground?         
      if (controller.isGrounded) {             
      //Feed moveDirection with input.             
      moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
      moveDirection = transform.TransformDirection(moveDirection);
      //Multiply it by speed.
      moveDirection *= speed;
      //Jumping
      if (Input.GetButton("Jump")moveDirection.y = jumpSpeed;                      }         turner = Input.GetAxis ("Mouse X")* sensitivity;         looker = -Input.GetAxis ("Mouse Y")* sensitivity;         if(turner != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (0,turner,0);         }         if(looker != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (looker,0,0);         }         //Applying gravity to the controller         moveDirection.y -= gravity * Time.deltaTime;         //Making the character move         controller.Move(moveDirection * Time.deltaTime);     } }