My player won't move!,Why is my player not moving?

I have just got into Unity and have encountered my first problem. My player will not move, There are no error scripts in the console. I am using Unity 2018.3.14f1 as well as with Microsoft Studio 2015.

Code 1: Player_Motor
{
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class Player_Motor : MonoBehaviour
{

private Vector3 velocity = Vector3.zero;

private Rigidbody rb;
private Vector3 veloctiy;

void Start()
{
    rb = GetComponent<Rigidbody>();
}

// Gets a movement vector
public void Move(Vector3 _velocity)
{
    veloctiy = _velocity;
}

//Run every physics interation
void FixedUpdate()
{
    PeformMovement();
}

//Peform movement based on velocity variable
void PeformMovement()
{
    if (velocity != Vector3.zero)
    {
        rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
    }
}

}

Code 2: Player_Controller
using UnityEngine;
[RequireComponent(typeof(Player_Motor))]
public class Player_Controller : MonoBehaviour
{

[SerializeField]
private float speed = 5f;

private Player_Motor motor;

void Start()
{
    motor = GetComponent<Player_Motor>();
}

void Update()
{
    //Calculate movement velocity as a 3D vector
    float _xMov = Input.GetAxisRaw("Horizontal");
    float _zMov = Input.GetAxisRaw("Vertical");

    Vector3 _movHorizontal = transform.right * _xMov;
    Vector3 _movVertical = transform.forward * _zMov;

    //Final movement vector
    Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;

    //Apply movement
    motor.Move(_velocity);

}

Assuming you’re trying to make an FPS Player Controller, try and use the Character Controller component.

Here is a simple Player Controller script using the Character Controller.

using UnityEngine;
public class PlayerController : MonoBehaviour
{
	public CharacterController characterController;

	[Header("Camera")]
	public Camera cam;
	public float XSensitivity, YSensitivity;
	public bool invertPitch, clamp;
	public int minY, maxY;

	[Header("Movement")]
	public bool grounded, jumping;
	public float walkSpeed, sprintSpeed, jumpPower, gravity;

	[HideInInspector] public float jumpSpeed, verticalRotation, movementSpeed;

	private void Start()
	{
		movementSpeed = walkSpeed;
	}

	void Update()
	{
		float mouseX = Input.GetAxis("Mouse X"), mouseY = Input.GetAxis("Mouse Y");

		if (!invertPitch)
			mouseY = -mouseY;
		verticalRotation += mouseY * YSensitivity;
		if (clamp)
			verticalRotation = Mathf.Clamp(verticalRotation, minY, maxY);

		transform.Rotate(0, mouseX * XSensitivity, 0);
		cam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);

		if (Input.GetMouseButtonDown(0))
			Cursor.lockState = CursorLockMode.Locked;

		float horizontal = Input.GetAxis("Horizontal"), forward = Input.GetAxis("Vertical");

		grounded = characterController.isGrounded;

		if (grounded)
		{
			jumping = false;
			jumpSpeed = 0;
		}
		else
			jumpSpeed -= (gravity * 25) * Time.deltaTime;

		if (Input.GetAxisRaw("Jump") != 0 && !jumping)
		{
			jumping = true;
			jumpSpeed = jumpPower;
		}

		if (Input.GetKey(KeyCode.LeftShift))
		{
			movementSpeed = sprintSpeed;
		}
		else if (Input.GetKeyUp(KeyCode.LeftShift))
		{
			movementSpeed = walkSpeed;
		}

		Vector3 motion = new Vector3(horizontal * movementSpeed, jumpSpeed, forward * movementSpeed);
		characterController.Move((transform.rotation * motion) * Time.deltaTime);
	}
}