Please help my character stepped moving,PLEASE HELP my character just randomly stopped moving

This is all my code. Unity reads the input and the console reports a -1 to 1 value but for some reason the rb.velocity or something isnt working and it just randomly happened please help

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Player : MonoBehaviour
{

public Text healthDisplay;
public GameObject LosePanel;

public float speed;
private float input;

Rigidbody2D rb;
Animator anim;


public int health;
public GameObject explosion;

public float startDashTime;
private float dashTime;
public float extraSpeed;
private bool isDashing;



// Start is called before the first frame update
void Start()
{
    anim = GetComponent<Animator>();
    rb = GetComponent<Rigidbody2D>();
    healthDisplay.text = health.ToString();
}

private void Update()
 {

 if (Input.GetAxis("Horizontal") != 0)
 {
 anim.SetBool("isRunning",true);
 } else {
 anim.SetBool("isRunning",false);
 }

 if (Input.GetAxis("Horizontal") > 0)
 { 
    transform.eulerAngles = new Vector3 (0, 0, 0);
  } else if (Input.GetAxis("Horizontal") <0)
 {
    transform.eulerAngles = new Vector3 (0, 180, 0);
 }

 if (Input.GetKeyDown(KeyCode.Space) && (isDashing==false)){
        speed+=extraSpeed;
        isDashing=true;
        dashTime=startDashTime;
        }
 if ((dashTime<=0)&&(isDashing==true)){
    isDashing=false;
    speed-=extraSpeed;
 }else{
    dashTime -= Time.deltaTime;
    }

}



// Update is called once per frame
void FixedUpdate()
{
   //stores player input
    float input= Input.GetAxisRaw("Horizontal");
    print (input);
    rb.velocity = new Vector2( speed * input, rb.velocity.y);
    
    //moving player
    
    
}

public void TakeDamage (int damageAmount)
{
   
    health -= damageAmount;
    healthDisplay.text = health.ToString();

    if (health <= 0)
    {
         Destroy(gameObject);
         Instantiate(explosion, transform.position, Quaternion.identity);
         LosePanel.SetActive(true);
       
    }
    
}

public void GainHealth (int healAmount)
{
    health += healAmount;
    healthDisplay.text = health.ToString();

}

}
,HERES EVERYTHING I GOT unity reads the inputs and prints -1 1 and 0 but the character still doesnt move

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Player : MonoBehaviour
{

public Text healthDisplay;
public GameObject LosePanel;

public float speed;
private float input;

Rigidbody2D rb;
Animator anim;


public int health;
public GameObject explosion;

public float startDashTime;
private float dashTime;
public float extraSpeed;
private bool isDashing;



// Start is called before the first frame update
void Start()
{
    anim = GetComponent<Animator>();
    rb = GetComponent<Rigidbody2D>();
    healthDisplay.text = health.ToString();
}

private void Update()
 {

 if (Input.GetAxis("Horizontal") != 0)
 {
 anim.SetBool("isRunning",true);
 } else {
 anim.SetBool("isRunning",false);
 }

 if (Input.GetAxis("Horizontal") > 0)
 { 
    transform.eulerAngles = new Vector3 (0, 0, 0);
  } else if (Input.GetAxis("Horizontal") <0)
 {
    transform.eulerAngles = new Vector3 (0, 180, 0);
 }

 if (Input.GetKeyDown(KeyCode.Space) && (isDashing==false)){
        speed+=extraSpeed;
        isDashing=true;
        dashTime=startDashTime;
        }
 if ((dashTime<=0)&&(isDashing==true)){
    isDashing=false;
    speed-=extraSpeed;
 }else{
    dashTime -= Time.deltaTime;
    }

}



// Update is called once per frame
void FixedUpdate()
{
   //stores player input
    float input= Input.GetAxisRaw("Horizontal");
    print (input);
    rb.velocity = new Vector2( speed * input, rb.velocity.y);
    
    //moving player
    
    
}

public void TakeDamage (int damageAmount)
{
   
    health -= damageAmount;
    healthDisplay.text = health.ToString();

    if (health <= 0)
    {
         Destroy(gameObject);
         Instantiate(explosion, transform.position, Quaternion.identity);
         LosePanel.SetActive(true);
       
    }
    
}

public void GainHealth (int healAmount)
{
    health += healAmount;
    healthDisplay.text = health.ToString();

}

}