My Animation Is Working, But My Character Isn't Moving? Script Error?

I animated a character walking in 4 directions (horizontal left/right, vertical up/down). The animation works fine, but my character (a prefab with a sprite object within it) isn’t moving despite the animation working as it should on key inputs. Here is my script. Is there a problem with it?

public class VictoriaMoveScript : MonoBehaviour
{
    public float moveSpeed = 10f;
    public Rigidbody2D rb;
    public float moveLimit = 0.7f;
    public Animator animator;
    Vector2 movement;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        // move up and down (-1 to 1)
        movement.x = Input.GetAxisRaw("Horizontal");
        movement.y = Input.GetAxisRaw("Vertical");
        animator.SetFloat("Horizontal", movement.x);
        animator.SetFloat("Vertical", movement.y);
        animator.SetFloat("Speed", movement.sqrMagnitude);
       
    }

    private void FixedUpdate()
    {

        rb.MovePosition(rb.position * movement * moveSpeed * Time.fixedDeltaTime);
        if (movement.x != 0 && movement.y != 0)
        {
            // slow down diagonal
            movement.x *= moveLimit;
            movement.y *= moveLimit;
        }
        movement = new Vector2 ((movement.x * moveSpeed), (movement.y * moveSpeed));
    }
}

This might seem a little silly, but is rb set kinematic? The only other thing I can think of is somewhere on line 29, a variable is set to 0 so it’s multiplying itself into nothingness. Set up a debug log to check what rb.position * movement * moveSpeed * Time.fixedDeltaTime equals

rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);

the rb is dynamic. The != 0 on line 30 refers to a boolean I’ve added to slow down diagonal movement

Setting her rigibdbody to kinematic didn’t do anything, she’s still frozen in place with the animations playing on my keypresses.

Should I adjust that code or make a debug log?

Yes. First find what’s happening, then fix it.

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

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 names of the GameObjects or Components involved?
  • 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.

Visit Google for how to see console output from builds. 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 for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

Replace your rb.MovePosition line with mine. There’s a small difference…