Prefab won't go into animation state

I am using this package of rigged animated characters: Low Poly Animated People | 3D Humanoids | Unity Asset Store

Each character has a prefab with a Nav Mesh Agent Script making them walking randomly around…

what I want is just to use one of those characters with a player script (make it walk around with the Keyboard). The Character is moving around in the scene when controlled by keyboard, but the animation is stuck in idle state.

What I did:

-Drag a prefab into the scene (“man-business”)

-remove “People_Wander Script”

-remove Nav Mesh Agent

+add a new script: “PlayerControl.cs”:

void update(){
     	float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");
    	Vector3 camForward_Dir = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
            Vector3 move = v * camForward_Dir + h * Camera.main.transform.right;
            if (move.magnitude > 1f) move.Normalize();
    
    	move = transform.InverseTransformDirection(move);
    	transform.Rotate(0, turnAmount * RotationSpeed * Time.deltaTime, 0);
            _moveDirection = transform.forward * move.magnitude;
            _moveDirection *= Speed;
    	_animator.SetBool("Walk_Male", move.magnitude > 0); //not doing it at all
    
            _moveDirection.y -= Gravity * Time.deltaTime;
    	_characterController.Move(_moveDirection * Time.deltaTime);
    }

=> Character is moving around like expected => But in idle animation!
“Walk_Male” is not getting activated!

available animation states:

I end up using animator.setTrigger()

                if (move.magnitude > 0)
                {
                    _animator.SetTrigger("isWalking");
                }
                else
                {
                    _animator.ResetTrigger("isWalking");
                }

I don’t know why its not working with:

 _animator.SetBool("isWalking", move.magnitude > 0);

Is setTrigger and setBool doing the same?