unity establishing player movement and crosshait code example

Example 1: Player movement with animation unity

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
    private Rigidbody2D rb;
    private Animator anim;
    private float moveSpeed;
    private float dirX;
    private bool facingRight = true;
    private Vector3 localScale;



    private void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
        localScale = transform.localScale;
        moveSpeed = 3f;
    }


    private void Update()
    {
        dirX = Input.GetAxis("Horizontal") * moveSpeed;

        if (Input.GetButtonDown("Jump") && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
            rb.AddForce(Vector2.up * 500f);

        if (Mathf.Abs(dirX) > 0 && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
        {
            anim.SetBool("isRunning", true);

        }

        else
            anim.SetBool("isRunning", false);

        if (rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", false);
        }

        if (rb.velocity.y > 0.1)
            anim.SetBool("isJumping", true);


        if (rb.velocity.y < -0.1)
        {
            anim.SetBool("isJumping", false);
            anim.SetBool("isFalling", true);
        }
    }
    private void FixedUpdate()
    {
        rb.velocity = new Vector2(dirX, rb.velocity.y);
    }

    private void LateUpdate()
    {
        if (dirX > 0)
            facingRight = true;
        else if (dirX < 0)
            facingRight = false;

        if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
            localScale.x *= -1;

        transform.localScale = localScale;
    }

}

Example 2: C# player movement script unity

//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    CharacterController characterController;

    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public float speed = 9.0f;

    private Vector3 moveDirection = Vector3.zero;

    private void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");

        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));

        if (characterController.isGrounded)
        {

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }
        moveDirection.y -= gravity * Time.deltaTime;
        characterController.Move(moveDirection * Time.deltaTime);
    }
}