Player is not moving

I am making a 2d isometric game. I created a basic player movement script, and everything worked, but as I kept working on the file, the player stopped moving. The animation still works, the player just won’t move. I have been frustrated with this for a few days, so any help is appreciated.

Older working script:

using UnityEngine;
using System.Collections;

public class MovePlayer : MonoBehaviour {
	private Rigidbody2D rb;
	public int speed;

	private Animator anim;
	
	//direction of player. 0,1,2,3 clockwise from top.
	private int direction;
	private int newDirection = 2;

	// Use this for initialization
	void Start () 
	{
		anim = GetComponent<Animator> ();
		spriteRenderer = GetComponent<SpriteRenderer> ();
		rb = GetComponent<Rigidbody2D> ();

	}
	
	// Update is called once per frame
	void Update () 
	{
		
	}
	void FixedUpdate ()
	{
		float moveY=Input.GetAxis("Vertical");
		float moveX=Input.GetAxis("Horizontal");
		Vector3 move = new Vector3(moveX,moveY,0);
		//Debug.Log ("Found Axies");
		anim.SetFloat ("MoveX", moveX);
		anim.SetFloat ("MoveY", moveY);

		if (moveX > 0) {
			direction = newDirection;
			newDirection = 3;
		}
		else if(moveX<0){
			direction = newDirection;
			newDirection = 1;
		}
		else if(moveY>0){
			direction = newDirection;
			newDirection = 2;
		}
		else if(moveY<0)	{
			direction = newDirection;
			newDirection = 0;
		}

		Debug.Log(direction);
		rb.transform.position += move.normalized *speed / 2;
	}
}

Code that doesn’t work:
using UnityEngine;
using System.Collections;

public class MovePlayer : MonoBehaviour {
	private Rigidbody2D rigidBody2D;
	private float speed;
	public float runSpeed;
	public float walkSpeed;
	private Animator anim;

	public int divisor;
	//direction of player. 1,2,3,4 clockwise from top.
	//private int direction;
	private int newDirection = 2;
	
	public bool sprinting { get; set;}

	private Vector3 input;

	// Use this for initialization
	void Start () 
	{
		sprinting = false;
		anim = GetComponent<Animator> ();
		rigidBody2D = GetComponent<Rigidbody2D> ();
		anim.SetInteger ("Direction", 2);
		anim.SetInteger ("Speed", 0);
	}

	//Update is called once per frame

	void Update () 
	{
		if (Input.GetKey (KeyCode.LeftShift)) {
			sprinting = true;
			Debug.Log ("Sprinting");
		} else{
			sprinting = false;
			Debug.Log ("Walking");
		}
			

	}



	void FixedUpdate ()
	{

		float moveY=Input.GetAxis("Vertical");
		float moveX=Input.GetAxis("Horizontal");
		
		if (moveX > 0) {
			//direction = newDirection;
			newDirection = 1;
			anim.SetInteger ("Direction", newDirection);
		}
		else if(moveX<0){
			//direction = newDirection;
			newDirection = 3;
			anim.SetInteger ("Direction", newDirection);
		}
		else if(moveY>0){
			//direction = newDirection;
			newDirection = 4;
			anim.SetInteger ("Direction", newDirection);
		}
		else if(moveY<0)	{
			//direction = newDirection;
			newDirection = 2;
			anim.SetInteger ("Direction", newDirection);
		}

		anim.SetFloat ("MoveX", moveX);
		anim.SetFloat ("MoveY", moveY); 
		
		if (moveX != 0 || moveY != 0) {
			anim.SetInteger ("Speed", 1);
		} else {
			anim.SetInteger ("Speed", 0);
		}

		if (sprinting)
			speed = runSpeed;
		else
			speed = walkSpeed;
	
		input = new Vector3 (moveX, moveY, 0);
		
		//Debug.Log ("Found Axies");
		
		input = new Vector3(moveX*speed,moveY*speed,0);
		Debug.Log ("Speed x: " + (moveX*speed).ToString() + " Speed y: " + (moveY*speed).ToString());
		//Debug.Log ("Normalized Movement: " + move.normalized);
		//Debug.Log (movement);
		
		rigidBody2D.transform.position += input/divisor;
		
		Debug.Log (rigidBody2D.transform.position);

	}

}

Did you manually set the variable divisor in your editor? You didn’t initialize it to a value in the script.
If not, it might be default to 0 or something unknown value causing your input/divisor = 0.