Character rolls consistently in all directions, but right.

First of all thank you for reading this. I modified the Penelope controls to move the character and have him face either right or left with one joystick. I have the character moving at another speed with the press of a button which will be a roll animation. When I press the roll button it works fine, except when the character is facing right and moving right. When I try to roll to the right works probably 25 percent of the time. I have no idea where the problem lies and it’s getting a pit frustrating. Thank you for all and any help in advance.

using UnityEngine;
using System.Collections;


[RequireComponent(typeof(CharacterController))]
public class BaseControlsCC22 : MonoBehaviour {
	
	
	
	public MPJoystick moveJoystick;
	public float speed = 					6.0f;
	public Transform cameraTransform;
	public float rollSpeed = 10.0f;
	

	public float gravity = 					10.0f;
	
	public GUITexture rollButton;
	
	

	private Transform myTransform; //our characters transform
	private CharacterController character; //getting our characters controller
	
	// Use this for initialization
	public virtual void Awake(){
		myTransform = transform;
		character = GetComponent<CharacterController>();
	}
	
	// Update is called once per frame
	void Update () {
		movement (); //how we move
		FaceMovementDirection ();//this is us facing a new direction
	}
	public virtual void movement(){
		
		Vector3 moveDirection = cameraTransform.TransformDirection(new Vector3( moveJoystick.position.x, 0.0f, moveJoystick.position.y ) );
		// We only want the camera-space horizontal direction
		moveDirection.y = 0.0f;
		moveDirection.Normalize(); // Adjust magnitude after ignoring vertical movement
		
		// Let's use the largest component of the joystick position for the speed.
		Vector2  absJoyPos = new Vector2( Mathf.Abs( moveJoystick.position.x ), Mathf.Abs( moveJoystick.position.y ) );
		moveDirection *= speed * ( ( absJoyPos.x > absJoyPos.y ) ? absJoyPos.x : absJoyPos.y );
		
		// how to roll
		foreach(Touch touch in Input.touches)
		{
			if ( character.isGrounded )
			{
				if ( touch.phase == TouchPhase.Began && rollButton.HitTest(touch.position) )
				{
					// Apply the current movement to roll
					moveDirection *= rollspeed * ( ( absJoyPos.x > absJoyPos.y ) ? absJoyPos.x : absJoyPos.y );

					
				}
			}

		}
		moveDirection.y -= gravity * Time.deltaTime;
		// Actually move the character
		character.Move( moveDirection * Time.deltaTime );
	}
	
	public virtual void FaceMovementDirection()
	{	
		Vector3 horizontalGravity = character.velocity;
		horizontalGravity.y = 0; // Ignore vertical movement
		horizontalGravity.z = 0; // ignore looking on z axis
		// If moving significantly in a new direction, point that character in that direction
		if ( horizontalGravity.magnitude > 0.1 )
			myTransform.forward = horizontalGravity.normalized;
	}
	
}

I have a knack for solving my own problems. I fixed it. The floor was slanted so the character wasn’t grounded.