how do i stop the idle animation from flipping to face the other direction

after adding a script to help flip the character for moving left and right, the idle will flip to face the other direction. How do i stop i prevent it from doing so?

the script i used is this:

using UnityEngine;
using System.Collections;

public class MainCharCtrl : MonoBehaviour 
{
	public float maxSpeed = 10f;
	bool facingRight = true;

	Animator anim;

	void Start () 
	{
		anim = GetComponent<Animator> ();
	}
	
	void FixedUpdate () 
	{
		float move = Input.GetAxis ("Horizontal");

		anim.SetFloat ("Speed", Mathf.Abs (move));
		
		rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
		
		if(move > 0 &&!facingRight)
			Flip ();
		else if (move < 0 && facingRight)
			Flip ();
	}
	
	void Flip()
	{
		facingRight = !facingRight;
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}

long story short how do I stop the idle animation from being affected as well by the script?

Check if it’s idle and save the default idle position in the Start function

    using UnityEngine;
    using System.Collections;
    public class MainCharCtrl : MonoBehaviour
    {
    public float maxSpeed = 10f;
    bool facingRight = true;
    Transform defaultTransform;
    Animator anim;
    void Start ()
    {
    anim = GetComponent ();
    defaultTransform = transform;
    }
    void FixedUpdate ()
    {
    float move = Input.GetAxis ("Horizontal");
    anim.SetFloat ("Speed", Mathf.Abs (move));
    rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);

//================================
    if(move !=0)
    {
      if(move > 0 &&!facingRight)
        Flip ();
      else if (move < 0 && facingRight)
        Flip ();
    }
    else
    {
      transform = defaultTransform;
      facingRight=true;//might be needed because it's the default value
    }
//========================================================
    }
    
    
    void Flip()
    {
    facingRight = !facingRight;
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
    }
    }

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