rigidbody2D.velocity.y always returns 0

Hi, I need some help with my code. I have searched evreywhere but i wasn’t able to find a solution.
The problem is that rigidbody2D.velocity.y and rigidbody2D.velocity.x always returns 0 even if the player is moving!

Maybe the problem could be that I use Vector3.MoveTowards…

Thank you for your help, this is making me crazy.

using UnityEngine;
using System.Collections;

public class playerControllerScript : MonoBehaviour
{

	private float speed = 2.5f;
	private float relSpeed;
	private Vector3 target;
	private float myScale = 1.15f;
	float relativeScale;
	private bool facingRight = true;
	static public Vector3 playerPosition;
	private bool move = true;
	private Animator anim;
	
	public float testSpeed;

	void Start () 
	{
		target = transform.position;
		relSpeed = speed;
		oldPosition = transform.position;
		anim = GetComponent<Animator>();
	}


	
	void Update () 
	{
		if (Input.GetMouseButtonDown(0)) 
		{	
			// This part is for moving only if you click on certain layer
			Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

			RaycastHit2D hit = Physics2D.GetRayIntersection(ray,Mathf.Infinity);
			
			if(hit.collider != null && (hit.transform.gameObject.layer == LayerMask.NameToLayer("Floor")))
			{
				target = Camera.main.ScreenToWorldPoint(Input.mousePosition);				
				target.z = transform.position.z;
			}

			move = true;
		}

		if (move == true)
			transform.position = Vector3.MoveTowards(transform.position, target, relSpeed * Time.deltaTime);

		// This is for changing the size of the player and it's speed (it depends on how much he is far away)
		relativeScale = myScale - transform.position.y / 5;

		if (target.x > transform.position.x && !facingRight)
			facingRight = true;

		else if (target.x < transform.position.x && facingRight)
			facingRight = false;

		if (!facingRight)
			transform.localScale = new Vector3(relativeScale * -1, relativeScale, relativeScale);
		else
			transform.localScale = new Vector3(relativeScale, relativeScale, relativeScale);

		relSpeed = speed - transform.position.y / 5;

		playerPosition = transform.position;
	}

	void FixedUpdate ()
	{
		testSpeed = rigidbody2D.velocity.y;
		
		anim.SetFloat ("vSpeed",rigidbody2D.velocity.y);
	}

}

Directly changing the transform will make the velocity useless I’m afraid. Velocity is used by the underlying physics system. unity - How to move rigidbodies - Game Development Stack Exchange

It’s actually rigidbody.velocity that affects the position, and not the other way around. Note however that you can easily calculate your own “fake” velocity the other way around:

Vector3 velocity;
Vector3 oneFrameAgo;

void FixedUpdate () {
	velocity = transform.position - oneFrameAgo;
	oneFrameAgo = transform.position;
}

As well, you can apply that to rotation and even scale, if that’s ever useful.