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Vector2 targetVelocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

 GetComponent<Rigidbody2D>().velocity=targetVelocity * movementSpeed;

Not ideal, and mostly gonna change due to refactoring, but it works.

(1 edit)

Thanks it worked really well, how do you make it so the character doesnt just fall, nvm figured it out