Controls are not cooperating with me all of a sudden.

I’ve been working on my project and trying to make the animation and coding work. I added the animations but now all of a sudden, the movement in the player script is all broken and not working.

This is my only script, so there’s no other ones I need to publish, if you’d like to see my Animator or anything else like that, let me know.

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

public class Player : MonoBehaviour {

	//General Variables
	public float speed;
	private Rigidbody2D rb;
	private GameObject sword;

	//Class Setting Variables
	public PlayerClassTypes eCurClass = PlayerClassTypes.Tank;

	//Animator Variables
	Animator sword_Anim;

	void Start () 
	{
		//Sets variables automatically on launch
		sword_Anim = sword.GetComponent<Animator> ();
		sword = GameObject.Find ("Sword");
		rb = gameObject.GetComponent<Rigidbody2D> ();
	}

	void FixedUpdate () 
	{

		//Making the velocity variables to make 'fake friction'
		Vector3 easeVelocity = rb.velocity;
		easeVelocity.y *= 0.75f;
		easeVelocity.z = 0.0f;
		easeVelocity.x *= 0.75f;

		//Sets the variables to move them up and down
		float h = Input.GetAxis ("Horizontal");
		float v = Input.GetAxis ("Vertical");

		//Fake Friction / Easing the x speed of our player
		rb.velocity = easeVelocity;
		
		//Moving the player up and down
		rb.AddForce (Vector2.up * speed * v);
		rb.AddForce (Vector2.right * speed * h);
	}

	//Sets the Player classes
	public enum PlayerClassTypes
	{
		Tank,
		DPS,
		Healer
	}

	//Handles the Tank class
	void HandleTankState ()
	{
		if(Input.GetKeyDown(KeyCode.Space))
			{
			//Starts Sword Swing animation
			sword_Anim.SetBool("swing_Animation", true);
			}
	}
}

The error message I’m getting is “Object reference not set to an instance of an object Player.FixedUpdate () (at Assets/Scripts/Player.cs:30)”

Thanks for looking over my script and any input at all would be very helpful!

I found out what was wrong. I didn’t reference the sword variable correctly and ended up going a different method to calling it.