Fixed it myself
Setting Velocities through Input
With my code as it stands here the "Left" command and animation work fine but the "Right" Command does not.
 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;
     private bool moveR;
     private bool moveL;
     private Animator animator;
     private Rigidbody2D rb;
     void Start()
     {
         animator = GetComponent<Animator>();
         rb = GetComponent<Rigidbody2D>();
         
 
     }
 
     void Update()
     { 
         bool right = Input.GetKey("right");
         bool left = Input.GetKey("left");
         if (right||left)
         {
             rb.velocity = new Vector2(0, 0);
         }
         
         
         if (right)
         {
             moveR = true;
             rb.velocity = new Vector2(speed, 0);
         }
         else
         {
             moveR = false;
             rb.velocity = new Vector2(0, 0);
         }
         animator.SetBool("runright", moveR);
         //
         if (left)
         {
             moveL = true;
             rb.velocity = new Vector2(-speed, 0);
         }
         else
         {
             moveL = false;
             rb.velocity = new Vector2(0, 0);
         }
         animator.SetBool("runleft", moveL);
 
     }
 }
 
My goal here is that I want the object to immediately be at a certain velocity upon pressing left or right then immediately stop when the button is released or if both are pressed at the same time. I do not understand why but only the "Left" input works as it stands. I am in 2D mode if that information helps. Thank you for your time.
I figured it out. The issue is that you cannot have multiple "if" statements in a single cell. The fix was to just put "else" before every if statement after the first. Thanks for your help and time though.
Answer by Abhiroop-Tandon · Mar 24, 2016 at 10:00 AM
It is a bit messed up but see if this works
  void Update()
      { 
          bool right = Input.GetKey("right");
          bool left = Input.GetKey("left");
          if (right && left)
          {
              rb.velocity = new Vector2(0, 0);
          }
          
          if (right)
          {
              moveR = true;
              rb.velocity = new Vector2(speed, 0);
          }         
          
          if (left)
          {
              moveL = true;
              rb.velocity = new Vector2(-speed, 0);
          }
          else
          {
              moveR = false;
              moveL = false;
              rb.velocity = new Vector2(0, 0);
          }
          animator.SetBool("runleft", moveL);
          animator.SetBool("runright", moveR);
  
      }
let me know if this works
This does make it look a bit nicer but I'm still left with the same problem.
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