How to make character stop at wall?

Working on a 2d platformer, and am using rigidbody2d along with box colliders. I’ve never had a problem with the colliders until today. Ground collision works perfectly fine. However, when I try to walk into a wall, my character walks right through instead of stopping. Help?

float horizontal;
    float spd;
    public float jspd;

    Vector3 movement;
    public Rigidbody2D rb;

    bool grounded;
    public Transform groundCheck;
    public float checkRadius;
    public LayerMask whatIsGround;

    public bool touchingFront;
    public Transform frontCheck;
    public bool wallSliding;
    public float wspd;

    void Start()
    {
        spd = 5f;
        jspd = 5f;
        grounded = false;
    }

    void Update()
    {
        horizontal = Input.GetAxisRaw("Horizontal");

        if(horizontal == -1)
        {
            transform.rotation = Quaternion.Euler(0, 180f, 0);
        }
        if(horizontal == 1)
        {
            transform.rotation = Quaternion.Euler(0, 0, 0);
        }

        if ((Input.GetButtonDown("Jump")) && (grounded))
        {
            rb.velocity = Vector2.up * jspd;
        }

        movement = new Vector3(horizontal * spd, 0, 0);
    }

    void FixedUpdate()
    {
        transform.position += movement * Time.fixedDeltaTime;

        grounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);

        touchingFront = Physics2D.OverlapCircle(frontCheck.position, checkRadius, whatIsGround);

        if (touchingFront && !grounded && horizontal != 0)
        {
            wallSliding = true;
        }
        else
        {
            wallSliding = false;
        }

        if (wallSliding)
        {
            rb.velocity = new Vector2(rb.velocity.x, Mathf.Clamp(rb.velocity.y, -wspd, float.MaxValue));
        }
    }

I know sometimes colliders can’t sense higher speed collisions; that is if the collider is an edge-type or some other non-primitive collider. Also of course check to make sure the collider isn’t acting as trigger. Some else probably knows more though