Yeah just move your character in the update method when you press forward, you can make your animations reactive to the movement or your reactive to the buttons, you'll have to decide yourself.
something like this perhaps?
To add to my script you can also put in more checks to see if you are playing already with animation.IsPlaying("") so you don't call animations when you don't need to..
void Update ()
Vector3 moveDirection = Vector3.zero;
moveDirection = new Vector3(1, 0, 0);
moveDirection += new Vector3(-1, 0, 0);
moveDirection += new Vector3(0, 1, 0);
if (moveDirection.y > 1)
// wait for jump animation to stop
if (moveDirection.x > 0)
else if (moveDirection.x < 0)
transform.Translate(moveDirection * Time.deltaTime);
To answer some of your blog post questions..
Should animations with movement still be animated in the center (i.e. on the spot)?
Yes, if you created a walk cycle for you character you don't move the characters position in the animation, you do this in code.
How do you take care of moving the sprite during the animation? Lerp the position?
Use Transform.Translate method
How do you tie in the movement distance/time it takes to get there with the number of frames in the animation?
You get properties like length, time, and speed from your animation like so
Please reference these links when developing with Unity
this deals with 2d movement
Here's a custom search tool created with google search for unity related stuff
Unity has a well established community full of examples of this kind of stuff.