The bool activates and deactivates but the script in the if statement doesn´t work

So the problem is that the bools movingLeft and movingRight activate and deactivate correctly with the event trigger pointer down and pointer up put in 2 different images, but the camera doesn´t move. What i want to do is that the camera moves constantly while the player is pressing the image and doesn´t just make one move.

This is the Touch Controls script (the pause void works fine):

private CameraController Camera;
    
    	private PauseMenu pauseMenu;
    
    	private bool movingLeft;
    
    	private bool movingRight;
    
    	// Use this for initialization
    	void Start () {
    		Camera = FindObjectOfType<CameraController> ();
    		pauseMenu = FindObjectOfType<PauseMenu> ();
    	}
    	
    	public void LeftMove ()
    	{
    		movingLeft = true;
    	}
    
    	public void RightMove ()
    	{
    		movingRight = true;
    	}
    
    	public void NoTouchL ()
    	{
    		movingLeft = false;
    	}
    
    	public void NoTouchR ()
    	{
    		movingRight = false;
    	}
    
    	public void Pause ()
    	{
    		pauseMenu.PauseUnpause();
    	}
    
    	void FixedUpdate ()
    	{
    		if (movingLeft = true) 
    		{
    			Camera.Move(-1);
    		}
    
    		if (movingRight = true) 
    		{
    			Camera.Move(1);
    		}
    	}
    }

And this is the camera script:

using UnityEngine;
using System.Collections;


public class CameraController : MonoBehaviour {

	public GameObject player;

	public float turnSpeed = 4.0f;

	private Vector3 offset;

	public bool isNotPaused;

	public DeathMenu deathMenu;

	public PauseMenu pauseMenu;

	// Use this for initialization
	void Start () {
		FindObjectOfType<DeathMenu> ();
		FindObjectOfType<PauseMenu> ();

		offset = transform.position - player.transform.position;
	}

	void FixedUpdate () {
		if (deathMenu.isDead || pauseMenu.isPaused) {
			isNotPaused = false;
		} 
		else 
		{
			isNotPaused = true;
		}
		if (isNotPaused) 
		{
			Move (Input.GetAxis("Horizontal"));
		}
		transform.position = player.transform.position + offset;
		transform.LookAt(player.transform.position);
	}

	public void Move (float moveInput)
		{
		offset = Quaternion.AngleAxis (moveInput * turnSpeed, Vector3.up) * offset;
		}
}

Thanks for answering, but the voids are being called, i put the voids on public to check if it was working and they get checked.

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53135-captura3.pngaptura2.png