void Update()
 {
     isGrounded   = playerJump.getGrounded();
     isGroundedUp = Physics2D.OverlapCircle(groundCheckUp.position, groundRadius, groundLayer);
     //Debug.Log("Get Button => "+ Input.GetButton("Crouch"));
     //Debug.Log("GroundedUp => "+!isGroundedUp);
     //Debug.Log("isGrounded => " + isGrounded);
     //Debug.Log("velo => "+GetComponent<Rigidbody2D>().velocity.y);
     if (Input.GetButtonDown("Crouch") && !isGroundedUp && isGrounded && GetComponent <Rigidbody2D>().velocity.y == 0)
     {
         isCrouched       = !isCrouched;
         playerRun.canRun = !isCrouched;
         anim.SetBool("Crouched", isCrouched);
     }
 }
 void Update()
 {
     if (applyCustomGravity)
     {
         if (GetComponent <Rigidbody2D>().velocity.y < 0 && !playerJump.getGrounded())
         {
             GetComponent <Rigidbody2D>().velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
         }
         else if (GetComponent <Rigidbody2D>().velocity.y > 0 && !Input.GetButton("Jump"))
         {
             //Debug.Log("Player Jump with lowJumpMultiplier!");
             //Debug.Log("Velocity => "+ Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime);
             GetComponent <Rigidbody2D>().velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
         }
     }
 }