movement not not getting triggered but debug.log is

so I am redoing my input with the new input system but when you press a key it only triggers the debug.log, not the movement code does anyone know why

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

public class PlayerMovment : MonoBehaviour
{
  
    public CharacterController2D controller;

    public float runSpeed = 40f;

    float horizontalMove = 0f;

    bool jump = false;
    bool chouch = false;
    public Input _Input;
public void Awake()
    {

        _Input = new Input();
    }
   


   
  

  
    void Update()
    {
        Keyboard kb = InputSystem.GetDevice<Keyboard>();
        //horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
        horizontalMove = 0;

        _Input._Player.Jump.performed += ctx => Jump();
        _Input._Player.Right.performed += ctx => Right();
        _Input._Player.Left.performed += ctx => Left();
         _Input._Player.Duck.performed += ctx => Duck();
          _Input._Player.Duck.canceled += ctx => DuckStop();
    }

   

    void FixedUpdate()
    {
        controller.Move(horizontalMove * Time.fixedDeltaTime, chouch, jump);
        jump = false;
    }
// redoing input it is all down here now
    void Left()
    {
        horizontalMove = 1 * runSpeed;
        Debug.Log("left");
    }

    void Right()
        {
          horizontalMove = -1 * runSpeed;
          Debug.Log("notleft");
        }

    void Jump()
    {
      jump = true;
      Debug.Log("Ah, might as well jump");
   
    }

    void Duck()
    {
        chouch = true;
        Debug.Log("Down");
    }

    void DuckStop()
    {
        chouch = false;
        Debug.Log("Up");
    }
    private void OnEnable()
    {
        _Input.Enable();
    }

    private void OnDisable()
    {
        _Input.Disable();
    }
}

Slow down and go back to the tutorial. Somehow you have put your directional delegate subscription lines in Update(), which means you are connecting potentially HUNDREDS of delegates to each input every second. Eventually something will crash on you.

Traditionally one connects delegates once…

Once that is unraveled, start debugging, and I don’t mean sprinkling Debug.Log() in like so much salt on a steak, but rather an intentional methodic application of Debug.Log() about quantities that actually MATTER, quantities you are actively investigating.

In the above, you should be printing horizontalMove every frame. That is what you are investigating!

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

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