Why can't I move my character?

So I was following a tutorial on 2D movement in unity (link to the video: 2D Movement in Unity (Tutorial) - YouTube) I did the code exactly how it is in the video, but when I go to unity and click play, I’m not able to control my character, does anybody know what I did wrong? Here’s the code btw: public class PlayerMovment : MonoBehaviour {

public CharacterController2D controller;

public float runSpeed = 40f;

float horizontalMove = 0f;
bool jump = false;

// Update is called once per frame
void Update () {

    horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;

    if (Input.GetButtonDown("Jump"))
    {
        jump = true;
    }
}

void FixedUpdate ()
{

    // Move our character
    controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
   jump = false;
}

}

Heres a script i use for my fps game

[RequireComponent(typeof(CharacterController))]

public class NewBehaviourScript : MonoBehaviour
{

public float walkingSpeed = 7.5f;
public float runningSpeed = 11.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 5.0f;
public float lookXLimit = 45.0f;

CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;

[HideInInspector]
public bool canMove = true;

// Start is called before the first frame update
void Start()
{
    characterController = GetComponent<CharacterController>();

    // Lock cursor
    Cursor.lockState = CursorLockMode.Locked;
    Cursor.visible = false;
}

// Update is called once per frame
void Update()
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
// Press Left Shift to run
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis(“Vertical”) : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis(“Horizontal”) : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);

    if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
    {
        moveDirection.y = jumpSpeed;
    }
    else
    {
        moveDirection.y = movementDirectionY;
    }

    // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
    // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
    // as an acceleration (ms^-2)
    if (!characterController.isGrounded)
    {
        moveDirection.y -= gravity * Time.deltaTime;
    }

    // Move the controller
    characterController.Move(moveDirection * Time.deltaTime);

    // Player and Camera rotation
    if (canMove)
    {
        rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
        rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
        playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
        transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
    }
}

}

Its a long script but it works