var moveComponent; moveComponent= GetComponent(PlayerControllerMove); var runSpeed; runSpeed = moveComponent.runSpeed; function Start() { //set all animations to loop animation.wrapMode = WrapMode.Loop; animation["jumpDown"].wrapMode = WrapMode.ClampForever; animation["jumpUp"].wrapMode = WrapMode.ClampForever; animation.Stop(); } function Update () { // The current x-z move speed (referenced from Player Controller Move script) var moveSpeed; moveSpeed = moveComponent.moveSpeed; //Debug.Log(moveSpeed); if (moveComponent.IsGrounded()) { if( moveSpeed > .1 ) { if( moveSpeed >= (runSpeed -3) ) animation.CrossFade("run"); else animation.CrossFade("walk"); } else { animation.CrossFade("idle"); } } //ends if statement IsGrounded else { if (moveComponent.IsJumping () ) { if (moveComponent.HasJumpReachedApex ()) animation.CrossFade("jumpDown"); else animation.CrossFade("jumpUp"); } } } //ends function update @script RequireComponent(CharacterController)