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Question by pebblechan · Nov 20, 2019 at 10:43 AM · movementplayercontrollermovement scriptrestart

Object Player Movement stops working after Restarting Unity

Hi all,

As the question title says: my object which is a controllable player's movement was working until I closed and re-opened Unity.

This has happened twice so far. After the first time, I simply deleted the player object and then reattached all the scripts... which worked. But then, I closed Unity and reopened it, and the problem happened again!

These are all the scripts I've attached to the player "Chicken":

MOVEMENT:

 using UnityEngine;
 using System.Collections;
  
 public class Movement : MonoBehaviour {
  
  
      public float playerSpeed = 5.0f;
      public float smooth = 5.0f;
      public float tiltAngle = 90;
      public float speed;
    
      void Start ()
      {
          //player spawns here
      
          transform.position = new Vector3(385, 0, 318);
      }
    
  
      // Update is called once per frame
      void Update (){
        
 if(Input.GetKey(KeyCode.W)){
       transform.Translate(0,0,5*Time.deltaTime);
       // Rotate the cube by converting the angles into a quaternion.
          transform.rotation = Quaternion.Euler(0, -90, 0);
    
   }if(Input.GetKey(KeyCode.S)){
       transform.Translate(new Vector3(0,0,5)*Time.deltaTime);
       transform.rotation = Quaternion.Euler(0, 90, 0);
    
   }if(Input.GetKey(KeyCode.D)){
       transform.Translate(0,0,5*Time.deltaTime);
       // Rotate the cube by converting the angles into a quaternion.
          transform.rotation = Quaternion.Euler(0, 0, 0);
  
   }if(Input.GetKey(KeyCode.A)){
       transform.Translate(new Vector3(0,0,5)*Time.deltaTime);
       // Rotate the cube by converting the angles into a quaternion.
          transform.rotation = Quaternion.Euler(0, 180, 0);
    
   }
  
    
  
   }
  
      }

JUMP:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class Jump : MonoBehaviour
 {
     public Animator anim;
     private CharacterController controller;
     private float verticalVelocity;
     private float gravity = 14f;
     private float jumpForce = 5.0f;
  
  
     // Start is called before the first frame update
     void Start()
     {
         controller = GetComponent<CharacterController>();
         anim = GetComponent<Animator>();
  
     }
  
     // Update is called once per frame
     void Update()
     {
         if (Input. GetKeyDown(KeyCode.Space))
         {
             anim.Play("Run In Place");
         }
      
         if (Input. GetKeyUp(KeyCode.Space))
         {
             anim.Play("Idle");
         }
      
         if(controller.isGrounded){
      verticalVelocity = -gravity * Time.deltaTime;
      if(Input.GetKeyDown(KeyCode.Space))
      {
          verticalVelocity = jumpForce;
      }
 } else {
      verticalVelocity -= gravity * Time.deltaTime;
 } Vector3 moveVector = new Vector3 (0,verticalVelocity,0);
 controller.Move(moveVector * Time.deltaTime);
     }
 }
  

ANIMATION:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class animController : MonoBehaviour
 {
     public Animator anim;
     // Start is called before the first frame update
     void Start()
     {
         anim = GetComponent<Animator>();
     }
  
     // Update is called once per frame
     void Update()
     {
         if (Input. GetKeyDown(KeyCode.W))
         {
             anim.Play("Walk W Root");
         }
      
          if (Input. GetKeyDown(KeyCode.S))
         {
             anim.Play("Walk W Root");
         }
      
          if (Input. GetKeyDown(KeyCode.A))
         {
             anim.Play("Walk W Root");
         }
      
          if (Input. GetKeyDown(KeyCode.D))
         {
             anim.Play("Walk W Root");
         }
         else if (Input. GetKeyUp(KeyCode.W))
         {
             anim.Play("Idle");
         }
         else if (Input. GetKeyUp(KeyCode.S))
         {
             anim.Play("Idle");
         }
         else if (Input. GetKeyUp(KeyCode.A))
         {
             anim.Play("Idle");
         }
         else if (Input. GetKeyUp(KeyCode.D))
         {
             anim.Play("Idle");
         }
     }
 }
  

Here is the Inspector bar for "Chicken: alt text

I'm still a beginner with Unity so any response would be greatly appreciated! Thank you!

screen-shot-2019-11-18-at-91757-pm.png (201.5 kB)
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