Make enemy move up and down by itself in 2D space?

Well the question says it all pretty much. So if you have played the Mario games, there is a turtle that flies up and down making it difficult for Mario to get through. Well that is what I am trying to accomplish, for the enemy to move up and down. As of right now, I have a way-point script that accomplishes this but I don’t want to make several game objects for the enemies to follow. If I could set the position that the enemy would move to in the inspector that would be great. An example being, set the distance that the enemy has to move is 3 units up and then 3 units down, and it repeats. Thanks!

If you want the effect of a “Mario-turtle” that should be pretty simple.
Assuming that you have some Vector3 with your starting position:

public void Update()
	{
		transform.position = startingPosition + Vector3.up * Mathf.Sin(Time.realtimeSinceStartup) * maxDistanceFromStart;
	}

If this is not enough and you need a linear movement please comment below.

Hey @AlejandroBoss10 , this script should give you something similar to what your looking for. I tested it. If you have questions setting it up in inspector let me know.

public Vector3 startPosition;
	public Vector3[] moveToPoints;
	public Vector3 currentPoint;

	public float moveSpeed;

	public int pointSelection;

	// Use this for initialization
	void Start () {
		
		//Sets the object to your starting point
		this.transform.position = startPosition;

	}
	
	// Update is called once per frame
	void Update () {
		
		Move ();

	}


	void Move(){

		//Starts to move the object towards the first "moveToPoint" you set in inspector
		this.transform.position = Vector3.MoveTowards (this.transform.position, currentPoint, Time.deltaTime * moveSpeed);

		//check to see if the object is at the next "moveToPoint"
		if (this.transform.position == currentPoint) {
			
			//if so it sets the next moveTo location
			pointSelection++;

			//if your object hits the last "moveToPoint it sends the object back to starting position to start the sequence over
			if (pointSelection == moveToPoints.Length){
				pointSelection = 0;

			}

			//sets the destination of the "moveToPoint" destination
			currentPoint = moveToPoints[pointSelection];
		}
	}