Player won't move right or left

Im following a tutorial on youtube and the character was moving around fine with W,A,S,D until I had to change something in the script for jumping and I must have messed up something because now I can’t go right or left anymore.

var walkAcceleration : float = 5;
var walkDeacceleration : float = 5;
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var walkDeaccelerationVolx : float;
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var walkDeaccelerationVolz : float;
var cameraObject : GameObject;
var maxWalkSpeed : float = 20;
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var horizontalMovement : Vector2;

var jumpVelocity : float = 20;
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var grounded : boolean = false;
var maxSlope : float = 60;

function Update () 
{
 horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
 if (horizontalMovement.magnitude > maxWalkSpeed)
 {
   horizontalMovement = horizontalMovement.normalized;
   horizontalMovement *= maxWalkSpeed;
   }
   rigidbody.velocity.x = horizontalMovement.x;
   rigidbody.velocity.z = horizontalMovement.y;
   
   if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0 && grounded){
   rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkDeaccelerationVolx, walkDeacceleration);
   rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkDeaccelerationVolz, walkDeacceleration);
   }
 
 transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLookScript).currentYRotation, 0);
 rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical")* walkAcceleration);
 
 if (Input.GetButton("Jump") && grounded)
 rigidbody.AddForce(0,jumpVelocity,0);
 }
 
 function OnCollisionStay (collision : Collision)
 {
   for (var contact : ContactPoint in collision.contacts)
   {
       if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
          grounded = true;
       }
  }
 function OnCollisionExit ()
 {
 grounded = false;
 
}

rigidbody.AddRelativeForce(Input.GetAxis(“Horizontal”) * walkAcceleration * >>>Time.deltaTime<<<<, 0, Input.GetAxis(“Vertical”)* walkAcceleration);

Your multiplying your horizontal force by Time.deltaTime which is a small value, which makes your horizontal force close to zero.

Try this, replace:

rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, 0, Input.GetAxis("Vertical")* walkAcceleration);