void Start() {
			thisCollider = GetComponent<Collider>();
			footsteps = GetComponentInParent<CharacterFootsteps>();
			Rigidbody thisRigidbody = GetComponent<Rigidbody>();

			if(thisCollider) {
				thisCollider.isTrigger = true;
				SetCollisions();
			}

			if(thisRigidbody) thisRigidbody.isKinematic = true;

			string errorMessage = "";

			if(!footsteps) errorMessage = "No 'CharacterFootsteps' script found as a parent, this footstep trigger will not work";
			else if(!thisCollider) errorMessage = "Please attach a collider marked as a trigger to this gameobject, this footstep trigger will not work";
			else if(!thisRigidbody) errorMessage = "Please attach a rigidbody to this gameobject, this footstep trigger will not work";

			if(errorMessage != "") {
				Debug.LogError(errorMessage);
				enabled = false;

				return;
			}
		}
        void Start()
        {
            thisCollider = GetComponent <Collider>();
            footsteps    = GetComponentInParent <CharacterFootsteps>();
            Rigidbody thisRigidbody = GetComponent <Rigidbody>();

            if (thisCollider)
            {
                thisCollider.isTrigger = true;
                SetCollisions();
            }

            if (thisRigidbody)
            {
                thisRigidbody.isKinematic = true;
            }

            string errorMessage = "";

            if (!footsteps)
            {
                errorMessage = "No 'CharacterFootsteps' script found as a parent, this footstep trigger will not work";
            }
            else if (!thisCollider)
            {
                errorMessage = "Please attach a collider marked as a trigger to this gameobject, this footstep trigger will not work";
            }
            else if (!thisRigidbody)
            {
                errorMessage = "Please attach a rigidbody to this gameobject, this footstep trigger will not work";
            }

            if (errorMessage != "")
            {
                Debug.LogError(errorMessage);
                enabled = false;

                return;
            }
        }