Why am I unable to move? (I am Making a Top Down RPG)

I get this warning:
Difference in effective length between states is too big. Transition preview will be disabled.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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

public class PlayerControllerRPG : MonoBehaviour
{
private Rigidbody2D Character_RB;

private Transform Character_TRANS;

private Animator Character_ANIM;

private float moveSpeed = 2f;

// Start is called before the first frame update
void Start()
{
Character_RB = this.GetComponent();
Character_TRANS = this.GetComponent();
Character_ANIM = this.GetComponent();
}

// Update is called once per frame

void FixedUpdate()
{
if (Input.GetKey(KeyCode.D))
{
Character_RB.velocity = new Vector2(1,0)*moveSpeed;
Character_TRANS.localScale = new Vector3(-1,1,1);
Character_ANIM.SetBool(“TriggerWalk”, true);
}
else if(Input.GetKey(KeyCode.A))
{
Character_RB.velocity = new Vector2(-1,0)*moveSpeed;
Character_TRANS.localScale = new Vector3(1,1,1);
Character_ANIM.SetBool(“TriggerWalk”, true);
}
else if(Input.GetKey(KeyCode.W))
{
Character_RB.velocity = new Vector2(0,1)*moveSpeed;
Character_ANIM.SetBool(“TriggerWalkUp”, true);
}
else if(Input.GetKey(KeyCode.S))
{
Character_RB.velocity = new Vector2(0,-1)*moveSpeed;
Character_ANIM.SetBool(“TriggerWalkDown”, true);
}

{
Character_RB.velocity = new Vector2(0,0);
Character_ANIM.SetBool(“TriggerWalk”, false);
Character_ANIM.SetBool(“TriggerWalkUp”, false);
Character_ANIM.SetBool(“TriggerWalkDown”, false);
}
}
}

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

You must find a way to get the information you need in order to reason about what the problem is.

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 EARLIER or LATER than you think
  • 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: