The Player won’t move at all when I press the WASD keys.

In my Unity Project, I hit the play button so I could test out my game to see if I need to change anything and the camera won’t move an inch when I pressed the WASD keys. How is this happening??? It worked when I did the tutorial on how to build my first FPS game.

Does your player object move when you press the move keys? If yes you probly need to put your camera as a child of your player object.
If not, does your camera gameobject have a move script attached to it?

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I went into the game mode by clicking the Play button at the top of the Editor and then I went ahead and pressed the W key to move and moved my mouse across the game screen to make the camera move but the player did not at all. I may not have added a move script to make the player the move along with camera. Do I need to use C# to do this script? If so, what commands do I need put into the C# script.

Sorry for my very late respons, I didn’t recieve a notification. Might have to look into that.

Anyway, if you haven’t found a solution for your issue yet. Yes you would have to do this in a script. I suggest look up “Brackeys” on YouTube.
I have linked 2 videos for you which will probably solve your issue.

These videos show you perfectly how to do it the right way:
For Firstperson movement.
For Thirdperson movement.

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Thanks. I’ll look into it.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

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thanks. I’ll look into it