Hi there
below is my code for FPS PlayerMove script. Screen also provided of component in Unit.
My mouse works to look up/down/left/right, however my playerMove script is not moving my FPS forward/backwards/left/right with the WASD keys.
I have set up the Input Manager to Horizontal and Vertical and it still doesn’t want to move.
What am I doing wrong?

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

public class PlayerMove : MonoBehaviour
{   // adding fields for inspector 
    [SerializeField] private string horizontalInputName;
    [SerializeField] private string verticalInputName;
    [SerializeField] private float movementSpeed;

    // Character controller component 
    private CharacterController charController;

    // fields for jumping effects 
    [SerializeField] private AnimationCurve jumpFallOff;
    [SerializeField] private float jumpMultiplier;
    [SerializeField] private KeyCode jumpKey;
    
    // boolean value 
    private bool isJumping;

    private void Awake()
    {
        charController = GetComponent<CharacterController>();
    }

    private void update()
    {
        PlayerMovement();
    }

    // method to monitor player movements at time of action 
    private void PlayerMovement()
    {
        float horInput = Input.GetAxis(horizontalInputName) * movementSpeed;
        float verInput = Input.GetAxis(verticalInputName) * movementSpeed;

        Vector3 forwardMovement = transform.forward * verInput;
        Vector3 rightMovement = transform.right * horInput;

        charController.SimpleMove(forwardMovement + rightMovement);

        //invoking jumping method
        jumpInput();
    }

    //jumping method for player 
    private void jumpInput()
    {
        if(Input.GetKeyDown(jumpKey) && !isJumping)
        {
            isJumping = true;
            StartCoroutine(JumpEvent());
        }
    }

    //jumping event method 
    private IEnumerator JumpEvent()
    {
        charController.slopeLimit = 90.0f;
        float airTime = 0.0f;
        
        //do while loop for jumping event 
        do
        {
            float jumpForce = jumpFallOff.Evaluate(airTime);
            charController.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
            airTime += Time.deltaTime;
            yield return null;
        } while (!charController.isGrounded && charController.collisionFlags != CollisionFlags.Above);

        charController.slopeLimit = 45.0f;
        isJumping = false;
    }

}

I found my answer, one simple syntax error.

old code
public void update()
{
PlayerMovement();
}

new code
public void Update()
{
PlayerMovement();
}

fix: capital ‘U’ in Update.