Can't move player, even in scene view?

I have duplicated a scene with my player. In the original everything is working fine.

When I play the new scene, I cannot seem to move my player. I can’t even move it in the Scene View using the Move Tool. The player just seems to jitter in place when I try and move.

The only change I have made is created a new tilemap, but there are no colliders in the way of the player. In fact, if I stop, move the player out of the tilemap area, and then press play, I still get the same issue.

What could be causing this? Thanks!

Hi there,
Could you upload a sample project via bug reporter so we can take a look and investigate this issue?
This helps us to debug the issue much faster.

You can file a bug report with a sample repro project through = Unity > Help > Report a Bug…

Cheers,
Darren

Well I just decided to start from scratch. Not sure what happened there but when I duplicated the scene a second time, everything worked fine! Seems like a bug, but I can’t seem to replicate it.

Here’s a look at the issue I’m experiencing.
https://imgur.com/a/21idBtk

Here is the code that is instantiating the player switch:

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

public class CharacterSelector : MonoBehaviour
{
    private bool canSelect;

    public GameObject message;

    public PlayerController playerToSpawn;

    // Start is called before the first frame update
    void Start()
    {
       
    }

    // Update is called once per frame
    void Update()
    {
        if (canSelect)
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                Vector3 playerPosition = PlayerController.instance.transform.position;

                Destroy(PlayerController.instance.gameObject);

                PlayerController newPlayer = Instantiate(playerToSpawn, playerPosition, playerToSpawn.transform.rotation);
                PlayerController.instance = newPlayer;

                gameObject.SetActive(false);

                CameraController.instance.target = newPlayer.transform;
            }
        }
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        if(other.tag == "Player")
        {
            canSelect = true;
            message.SetActive(true);
        }
    }

    private void OnTriggerExit2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            canSelect = false;
            message.SetActive(false);
        }
    }
}