/*void Update () { * Update is normally run once on every frame update. We won't be using it * in this case, since the SuperCharacterController component sends a callback Update * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires * further callbacks depending on the state * }*/ // Below are the three state functions. Each one is called based on the name of the state, // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call // Jump_SuperUpdate() void Idle_EnterState() { controller.EnableSlopeLimit(); controller.EnableClamping(); }