Character won't move 2D

Hello i am new to unity and i was watching a video and i discovered that my Character couldn’t move i checked my code 5 times but it still didn’t worked, So i went to a other video and the same thing happend no error but my Character couldn’t move. Idk what to do because i cant make any game now because my Character wont move. Can someone plz help me or give tips???

using System.Collections;
using UnityEngine;

public class playerController : MonoBehaviour {

//movement variables
public float maxSpeed;

Rigidbody2D myRB;
Animator myAnim;
bool facingRight;

// Use this for initialization
void Start () {
myRB = GetComponent();
myAnim = GetComponent();

facingRight = true;

}

// Update is called once per frame
void FixedUpdate () {
float move = Input.GetAxis(“Horizontal”);
myAnim.SetFloat(“speed”, Mathf.Abs(move));

myRB.velocity = new Vector2 (move*maxSpeed, myRB.velocity.y);

if (move>0&&!facingRight) {
flip ();
} else if (move<0&&facingRight) {
flip ();
}
}

void flip(){
facingRight=!facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

Do you have changed the maxSpeed in players inspector (it will be on right side by default, if you select the player in editor)?

There is no option maxspeed if i click on my charachter i added some foto’s that you can see. but if i click on playerIdle it says ‘‘speed 1’’ the same with playerRun, Do i have to change that or something else?


There are two “Player Controller (Script)” on the second screenshot. At first, I think only one Player Controller script should be added to the player. Right click on second script and delete them. Then expand (click on its gray triangle) the other Player Controller script and in this script should be “MaxSpeed” variable with 0 value. Change this variable to something like 5 or 10.

If i open it there is no maxspeed?

Make doubleclick on the gray PlayerController, the script editor will be opened. Copy&Paste then the opened script here in the forum.

And you can change the variable in the script directlly with line:
public float maxSpeed = 5;

Still I think, something is wrong with the script. Try to reset it (right click) or delete and add it again.

Still wont walk :frowning:

Do you have any errors in the console?

This is a little bit funky.

using UnityEngine;
using UnityEngine.Events;

public class NewBehaviourScript : MonoBehaviour
{
    [SerializeField] private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
    [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
    [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
    [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
    [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching

    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded;            // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true;  // For determining which way the player is currently facing.
    private Vector3 m_Velocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    public BoolEvent OnCrouchEvent;
    private bool m_wasCrouching = false;

    private void Awake()
    {
        m_Rigidbody2D = GetComponent<Rigidbody2D>();

        if (OnLandEvent == null)
            OnLandEvent = new UnityEvent();

        if (OnCrouchEvent == null)
            OnCrouchEvent = new BoolEvent();
    }

    private void FixedUpdate()
    {
        bool wasGrounded = m_Grounded;
        m_Grounded = false;

        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                m_Grounded = true;
                if (!wasGrounded)
                    OnLandEvent.Invoke();
            }
        }
    }


    public void Move(float move, bool crouch, bool jump)
    {
        // If crouching, check to see if the character can stand up
        if (!crouch)
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {

            // If crouching
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    OnCrouchEvent.Invoke(true);
                }

                // Reduce the speed by the crouchSpeed multiplier
                move *= m_CrouchSpeed;

                // Disable one of the colliders when crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = false;
            }
            else
            {
                // Enable the collider when not crouching
                if (m_CrouchDisableCollider != null)
                    m_CrouchDisableCollider.enabled = true;

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    OnCrouchEvent.Invoke(false);
                }
            }

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump)
        {
            // Add a vertical force to the player.
            m_Grounded = false;
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
        }
    }


    private void Flip()
    {
        // Switch the way the player is labelled as facing.
        m_FacingRight = !m_FacingRight;

        // Multiply the player's x local scale by -1.
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

I’m going to close this thread you just necroed. Please don’t do this.

If you have a question then please create your own thread and ask a question and not just “this is a little bit funky”.

Thanks.

1 Like