FIXED

So, what I mean is I’ve coded a script basically for a Crossy Road remake and now I made an Animation in unity for Idle and Jump so the idle works fine until I move. So, when I’m just idle not moving my Idle animation works but when I move for the first time it Continuously jumps?

Bounce Script:

using UnityEngine;
using System.Collections;

public class Bounce : MonoBehaviour {

    float lerpTime;
    float currentLerpTime;
    float perc = 1;

    Vector3 startpos;
    Vector3 endpos;

    bool firstInput;
    public bool justJump;

    void Update()
    {
        if (Input.GetButtonDown("up") || Input.GetButtonDown("down") || Input.GetButtonDown("left") || Input.GetButtonDown("right"))
        {
            if (perc == 1)
            {
                lerpTime = 1;
                currentLerpTime = 0;
                firstInput = true;
                justJump = true;
            }
        }
        startpos = gameObject.transform.position;
        if (Input.GetButtonDown("right") && gameObject.transform.position == endpos)
        {
            endpos = new Vector3(transform.position.x + 1, transform.position.y, transform.position.z);
        }
        if (Input.GetButtonDown("left") && gameObject.transform.position == endpos)
        {
            endpos = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z);
        }
        if (Input.GetButtonDown("up") && gameObject.transform.position == endpos)
        {
            endpos = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1);
        }
        if (Input.GetButtonDown("down") && gameObject.transform.position == endpos)
        {
            endpos = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1);
        }
        if (firstInput == true)
        {
            currentLerpTime += Time.deltaTime * 5;
            perc = currentLerpTime / lerpTime;
            gameObject.transform.position = Vector3.Lerp(startpos, endpos, perc);
            if (perc > 0.8)
            {
                perc = 1;
            }
            if (Mathf.Round(perc) == 1)
            {
                justJump = false;
            }

        }
    }
}

Animation Controller:

using UnityEngine;
using System.Collections;

public class AnimationController : MonoBehaviour {

    Animator anim;
    public GameObject thePlayer;

    void Start ()
    {
        anim = gameObject.GetComponent<Animator> ();
    }

    void Update ()
    {
        Bounce bounceScript = thePlayer.GetComponent<Bounce> ();
        if (bounceScript.justJump == true)
        {
            anim.SetBool ("Jump", true);
        }
        else
        {
            anim.SetBool("jump",false);
        }
    }
}

Bump

Fixed. Forgot my script was Sensitive to capitalization