I can't animate my player

Hi,

I’m pretty sure someone else beat me to this, but I can’t seem to animate my player for some reason (see screenshot)

It doesn’t seem to let me drag a set of frames into the animation window. A guide I’m following said to do so.
I used the Free Pixel Army from the Unity Asset Store. I don’t know what I’m doing wrong. Is it the script? The animator? The sprite?

I’m using Unity 2022.2.14

Thanks.

The state controller looks fine at a glance, but I would need to see what variables are in the state controller and how they are applied to your transitions. It would also help to see your script.

What do you mean by that?

I hardly have anything for the animation, other than Animator animator;

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

// Takes and handles the movement for a player character
public class Player1Controller : MonoBehaviour
{
   
    public float moveSpeed = 1f;
    public float collisionOffset = 0.5f;
    public ContactFilter2D movementFilter;
   
   
    Vector2 movementInput;
    SpriteRenderer spriteRenderer;
    Animator animator;
    Rigidbody2D rb;
    List<RaycastHit2D> castCollisions = new List<RaycastHit2D>();
   
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        animator = GetComponent<Animator>();
        spriteRenderer = GetComponent<SpriteRenderer>();
    }
   
    private void FixedUpdate() {
        //If movement input is not 0, try to move
        if(movementInput != Vector2.zero){
           
            bool success = TryMove(movementInput);

            if(!success) {
                success = TryMove(new Vector2(movementInput.x, 0));

                if(!success) {
                    success = TryMove(new Vector2(movementInput.y, 0));
                }
            }
        }

        //Set direction of sprite to movement direction
        if(movementInput.x < 0) {
            spriteRenderer.flipX = true;
        } else if(movementInput.x > 0) {
            spriteRenderer.flipX = false;
        }
    }
   
    private bool TryMove(Vector2 direction) {
        // Check for potential collisions
            int count = rb.Cast(
                movementInput, // X and Y values between -1 and 1 that represent the direction from the body to look for collisions
                movementFilter, // The settings that determine where a collision can occur on such as layers to collide with
                castCollisions, // List of collisions to store the found collisions into after the Cast is finished
                moveSpeed * Time.fixedDeltaTime + collisionOffset); // The amount to cast equal to the movement plus an offset
           
            if(count == 0){
                rb.MovePosition(rb.position + movementInput * moveSpeed * Time.fixedDeltaTime);
                return true;
            } else {
                return false;
            }
    }

    void OnMove(InputValue movementValue) {
        movementInput = movementValue.Get<Vector2>();
    }
}