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Question by Jack_Loomis · Feb 23, 2020 at 08:09 PM · 2d-platformer

Why are my characters broken when I open a previous level?

I am making a 2D platforming game, and I am currently working on the third level. I switched back to the second and first level to make sure the UI in the third level was consistent with the two first ones. When I played the first two levels, the character moved way too fast, and didn't seem to follow the script i wrote for it. Even when I set the speed of movement to zero, they still moved. Why does this happen, and what can I do to get it back to the way it was before?

Here's my movement code:

  if (Input.GetKey("d"))
         {
             rb.AddForce(transform.right * moveSpeed);
             player.transform.rotation = new Quaternion(0, 0, 0, 0);
 
             if (grounded == true)
             {
                 animator.SetBool("Running", true);
                 animator.SetBool("Idle", false);
                 animator.SetBool("DashOrBoost", false);
                 animator.SetBool("Jumping", false);
             }
 
             if(grounded == false)
             {
                 animator.SetBool("Running", false);
                 animator.SetBool("Idle", false);
                 animator.SetBool("DashOrBoost", false);
                 animator.SetBool("Jumping", true);
             }
         }
 
         //Do stuff when a is pressed
         if (Input.GetKey("a"))
         {
             rb.AddForce(transform.right * moveSpeed);
             player.transform.rotation = new Quaternion(0, 180, 0, 0);
 
             if(grounded == true)
             {
                 animator.SetBool("Running", true);
                 animator.SetBool("Idle", false);
                 animator.SetBool("DashOrBoost", false);
                 animator.SetBool("Jumping", false);
             }
 
             if (grounded == false)
             {
                 animator.SetBool("Running", false);
                 animator.SetBool("Idle", false);
                 animator.SetBool("Jumping", true);
                 animator.SetBool("DashOrBoost", false);
             }
 
         }
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