Player movement script.

Okay I have a problem with my character movement I am doing the stealth project and I copied everything he told me in the video and my character will not run at all or walk or whatever. Here is the script for his movement.

using UnityEngine;
using System.Collections;

public class PlayerMovement : MonoBehaviour
{
    public AudioClip shoutingClip;      // Audio clip of the player shouting.
    public float turnSmoothing = 15f;   // A smoothing value for turning the player.
    public float speedDampTime = 0.1f;  // The damping for the speed parameter
    

    private Animator anim;              // Reference to the animator component.
    private HashIDs hash;               // Reference to the HashIDs.
    
    
    void Awake ()
    {
        // Setting up the references.
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
        
        // Set the weight of the shouting layer to 1.
        anim.SetLayerWeight(1, 1f);
    }
    
    
    void FixedUpdate ()
    {
        // Cache the inputs.
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        bool sneak = Input.GetButton("Sneak");
        
        MovementManagement(h, v, sneak);
    }
    
    
    void Update ()
    {
        // Cache the attention attracting input.
        bool shout = Input.GetButtonDown("Attract");
        
        // Set the animator shouting parameter.
        anim.SetBool(hash.shoutingBool, shout);
        
        AudioManagement(shout);
    }
    
    
    void MovementManagement (float horizontal, float vertical, bool sneaking)
    {
        // Set the sneaking parameter to the sneak input.
        anim.SetBool(hash.sneakingBool, sneaking);
        
        // If there is some axis input...
        if(horizontal != 0f || vertical != 0f)
        {
            // ... set the players rotation and set the speed parameter to 5.5f.
            Rotating(horizontal, vertical);
            anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
        }
        else
            // Otherwise set the speed parameter to 0.
            anim.SetFloat(hash.speedFloat, 0);
    }
    
    
    void Rotating (float horizontal, float vertical)
    {
        // Create a new vector of the horizontal and vertical inputs.
        Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
        
        // Create a rotation based on this new vector assuming that up is the global y axis.
        Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
        
        // Create a rotation that is an increment closer to the target rotation from the player's rotation.
        Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
        
        // Change the players rotation to this new rotation.
        rigidbody.MoveRotation(newRotation);
    }
    
    
    void AudioManagement (bool shout)
    {
        // If the player is currently in the run state...
        if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState)
        {
            // ... and if the footsteps are not playing...
            if(!audio.isPlaying)
                // ... play them.
                audio.Play();
        }
        else
            // Otherwise stop the footsteps.
            audio.Stop();
        
        // If the shout input has been pressed...
        if(shout)
            // ... play the shouting clip where we are.
            AudioSource.PlayClipAtPoint(shoutingClip, transform.position);
    }
}

Someone help?

Did you attach it to the character in the Unity editor? If you did are you getting errors? If so what are they?

Yes I did and I get no errors.

Do you have a script for the character, not the character movement just for like the character prefab because I think I know what your problem is to be sure I just need to see the script.

I never had a prefab the only script I have is that one attached to it.

I have HashIDs which was the only other script I have which was to be told in this part of the development

using UnityEngine;
using System.Collections;

public class HashIDs : MonoBehaviour
{
	// Here we store the hash tags for various strings used in our animators.
	public int dyingState;
	public int locomotionState;
	public int shoutState;
	public int deadBool;
	public int speedFloat;
	public int sneakingBool;
	public int shoutingBool;
	public int playerInSightBool;
	public int shotFloat;
	public int aimWeightFloat;
	public int angularSpeedFloat;
	public int openBool;
	
	
	void Awake ()
	{
		dyingState = Animator.StringToHash("Base Layer.Dying");
		locomotionState = Animator.StringToHash("Base Layer.Locomotion");
		shoutState = Animator.StringToHash("Shouting.Shout");
		deadBool = Animator.StringToHash("Dead");
		speedFloat = Animator.StringToHash("Speed");
		sneakingBool = Animator.StringToHash("Sneaking");
		shoutingBool = Animator.StringToHash("Shouting");
		playerInSightBool = Animator.StringToHash("PlayerInSight");
		shotFloat = Animator.StringToHash("Shot");
		aimWeightFloat = Animator.StringToHash("AimWeight");
		angularSpeedFloat = Animator.StringToHash("AngularSpeed");
		openBool = Animator.StringToHash("Open");
	}
}

Can anyone help me?