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Question by BeginningCode · Apr 14, 2020 at 09:26 PM · charactercontrollerplayer movement

My Character Controller is broken. Player won't move.

Hi, so I have a problem that my player won't move, and when the character jumps it won't stop. Also thanks Brackeys for letting me use this script.

This is my character controller: using UnityEngine.Events; using UnityEngine;

public class CharacterController : MonoBehaviour { [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching

 const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
 private bool m_Grounded;            // Whether or not the player is grounded.
 const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
 private Rigidbody2D m_Rigidbody2D;
 private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 private Vector3 m_Velocity = Vector3.zero;

 bool candoublejump = false;

 [Header("Events")]
 [Space]

 public UnityEvent OnLandEvent;
 public UnityEvent OnJumpingEvent;

 [System.Serializable]
 public class BoolEvent : UnityEvent<bool> { }

 public BoolEvent OnCrouchEvent;
 private bool m_wasCrouching = false;

 private void Awake()
 {
     m_Rigidbody2D = GetComponent<Rigidbody2D>();

     if (OnLandEvent == null)
         OnLandEvent = new UnityEvent();

     if (OnCrouchEvent == null)
         OnCrouchEvent = new BoolEvent();
 }

 private void FixedUpdate()
 {
     if(m_Grounded == false && m_Rigidbody2D.velocity.y > 0)
     {
         return;
     }
     bool wasGrounded = m_Grounded;
     m_Grounded = false;
     // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
     // This can be done using layers instead but Sample Assets will not overwrite your project settings.
     Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
     for (int i = 0; i < colliders.Length; i++)
     {
         if (colliders[i].gameObject != gameObject)
         {
             m_Grounded = true;
             if (!wasGrounded)
                 OnLandEvent.Invoke();
         }
     }
 }


 public void Move(float move, bool crouch, bool jump)
 {
     Debug.Log("Shtuff " + move);
     // If crouching, check to see if the character can stand up
     if (!crouch)
     {
         // If the character has a ceiling preventing them from standing up, keep them crouching
         if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
         {
             crouch = true;
         }
     }

     //only control the player if grounded or airControl is turned on
     if (m_Grounded || m_AirControl)
     {

         // If crouching
         if (crouch)
         {
             if (!m_wasCrouching)
             {
                 m_wasCrouching = true;
                 OnCrouchEvent.Invoke(true);
             }

             // Reduce the speed by the crouchSpeed multiplier
             move *= m_CrouchSpeed;

             // Disable one of the colliders when crouching
             if (m_CrouchDisableCollider != null)
                 m_CrouchDisableCollider.enabled = false;
         }
         else
         {
             // Enable the collider when not crouching
             if (m_CrouchDisableCollider != null)
                 m_CrouchDisableCollider.enabled = true;

             if (m_wasCrouching)
             {
                 m_wasCrouching = false;
                 OnCrouchEvent.Invoke(false);
             }
         }

         // Move the character by finding the target velocity
         Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
         // And then smoothing it out and applying it to the character
         m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

         // If the input is moving the player right and the player is facing left...
         if (move > 0 && !m_FacingRight)
         {
             // ... flip the player.
             Flip();
         }
         // Otherwise if the input is moving the player left and the player is facing right...
         else if (move < 0 && m_FacingRight)
         {
             // ... flip the player.
             Flip();
         }
     }
     // If the player should jump...
     if (m_Grounded && jump)
     {
         // Add a vertical force to the player.
         m_Grounded = false;
         m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         candoublejump = true;
         OnJumpingEvent.Invoke();
     }
     else
     {
         if (candoublejump && Input.GetKeyDown(KeyCode.Space))
         {
             candoublejump = false;
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }
     }


     void Flip()
     {
         // Switch the way the player is labelled as facing.
         m_FacingRight = !m_FacingRight;

         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 } mov

}

This is player movement: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class PlayerMovement : MonoBehaviour { public CharacterController controller; public Animator animator; public Rigidbody2D rb;

 public float runSpeed = 40f;

 float horizontalMove = 0f;
 bool jump = false;
 bool crouch = false;
 private Vector2 movement;

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

     animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

     if (Input.GetButtonDown("Jump"))
     {
         Debug.Log("Jump");
         jump = true;
     }
     if (Input.GetButtonDown("Crouch"))
     {
         crouch = true;
     }
     else if (Input.GetButtonUp("Crouch"))
     {
         crouch = false;
     }
 }

 public void OnLanding()
 {
     animator.SetBool("isJumping", false);
 }

 public void OnJumping()
 {
     animator.SetBool("isJumping", true);
     Debug.Log("I am jumping");
 }

 public void OnCrouching()
 {
     animator.SetBool("isCrouching", false);
 }

 void FixedUpdate()
 {
     controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
     //jump = false;
     if (rb.position.y < -20f)
     {
         SceneManager.LoadScene(2);
     }
 }

}

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