void Start() { Input.multiTouchEnabled = true; ggm = GlobalGameManager.instance; lc = GameObject.Find("LevelController").GetComponent <LevelController>(); staff = ggm.GetStaff(); Instantiate(staff, handRight.transform); PopulateSkins(); maxVelocity = ggm.GetMaxVelocity(); minVelocity = ggm.GetMinVelocity(); acceleration = ggm.GetAcceleration(); gravity = ggm.GetGravity(); jumpHeight = ggm.GetJumpHeight(); freeMovement = ggm.GetFreeMovement(); lowJumpMult = ggm.GetLowJumpMult(); fallMult = ggm.GetFallMult(); anim = this.transform.GetChild(0).GetComponent <Animator>(); Physics.gravity = new Vector3(0.0f, ggm.GetGravity(), 0.0f); // May need to turn into switch if (!freeMovement) { playerRB.constraints = RigidbodyConstraints.FreezePositionX; } // Part of PopulateSkins, have to turn off and turn on to reset the animator controller with the skins. wizardModel.SetActive(true); }