Jump not working

Hi there,

Somehow my jump function is not working. It animates perfectly, but the Character Controller is not jumping with, so it collides with steps when I jump.

Here are the code I use:

/**************************************************************************************************** 
    
    Reallusion Character Controller and Animation Script
    
    This script requires a Character Controller to be attached to the same game object
    
*****************************************************************************************************/
#pragma strict
/**************************************************************************************************** 
    
   Animation source clip settings
   Idle, walk, run, jump and custom user-defined animations 
          
*****************************************************************************************************/
var Idle_Animation 	: AnimationClip;	// Idle animation source
var Walk_Animation 	: AnimationClip;	// Walk animation source
var Run_Animation 	: AnimationClip;	// Run animation source
var Jump_Animation 	: AnimationClip;	// Jump animation source
var Hotkey_num1 	: AnimationClip;	// Custom user-defined source
var Hotkey_num2 	: AnimationClip;
var Hotkey_num3 	: AnimationClip;
var Hotkey_num4 	: AnimationClip;


/**************************************************************************************************** 
    
   Controller speed setting
   walkSpeed is the speed at which the character controller should move when the character is walking.
   runSpeed is the speed at which the character controller should move when the character is running.
   Gravity is the force of attraction by which terrestrial bodies tend to fall toward to the ground.
          
*****************************************************************************************************/
var walkSpeed 			: float = 1.0;   		//suggested value is "1.0"
var runSpeed 			: float = 2.5;    		//suggested value is "2.5"
var Gravity 			: float = 1.0;   		//suggested value is "1.0"
var JumpForceDefault 	: float = 1.0;			//suggested value is "1.0"

/**************************************************************************************************** 
    
   Animation speed setting
          
*****************************************************************************************************/
var Jump_Animation_Speed 	: float = 1.0;		//suggested value is "1.0"
var Hotkey_num1_Speed 		: float =1.0; 		//suggested value is "1.0"
var Hotkey_num2_Speed 		: float =1.0; 		//suggested value is "1.0"

/**************************************************************************************************** 
    
   Other settings
          
*****************************************************************************************************/

private var RL_controller : CharacterController;
private var speed : float = 0;
private var movePosition : Vector3 = Vector3.zero;
private var moveHight: float = 1;
private var JumpForce : float;
private var isJump : boolean ;
private var isPressPerformButton : boolean ;


/**************************************************************************************************** 
    
   Automatic add a component/physics/characterController when this script is apply to the character.
          
*****************************************************************************************************/

@script RequireComponent(CharacterController)


/**************************************************************************************************** 
    
   function Start(), this function is only used once as the game starts for the first time.
          
*****************************************************************************************************/

function Start() { 
    // Get the Character controller and assign it to RL_controller 
    RL_controller = GetComponent(CharacterController);
    // Set all animations to looping
    animation.wrapMode = WrapMode.Loop;

	// The jump animation is clamped and overrides all others
	var jump = animation[Jump_Animation.name];
	jump.layer = 1;
	jump.enabled = true;
	jump.wrapMode = WrapMode.Clamp; 

	// Stop animations that are already playing
	//(In case user forgot to disable "play automatically")
    animation.Stop(); 
}


/**************************************************************************************************** 
    
   function Update(), this function is constantly applied.
          
*****************************************************************************************************/
function Update () {


    /**************************************************************************************************** 
    
    Play animations when the user is pressing the identified hotkey buttons
    
    *****************************************************************************************************/
    // Shows the user's custom perform animation when user presses the respective hotkey button
    if (Input.GetKey(KeyCode.Keypad1) || Input.GetKey(KeyCode.Alpha1) ) {animation.CrossFade(Hotkey_num1.name); animation[Hotkey_num1.name].speed = Hotkey_num1_Speed; isPressPerformButton = true;} 
    if (Input.GetKey(KeyCode.Keypad2) || Input.GetKey(KeyCode.Alpha2) ) {animation.CrossFade(Hotkey_num2.name); animation[Hotkey_num2.name].speed = Hotkey_num2_Speed; isPressPerformButton = true;} 
    if (Input.GetKey(KeyCode.Keypad3) || Input.GetKey(KeyCode.Alpha3) ) {animation.CrossFade(Hotkey_num3.name); isPressPerformButton = true;}
    if (Input.GetKey(KeyCode.Keypad4) || Input.GetKey(KeyCode.Alpha4) ) {animation.CrossFade(Hotkey_num4.name); isPressPerformButton = true;}



    /**************************************************************************************************** 
    
    Play walk, run or idle animations depending on whether the user is pressing WASD keys or not
    
    *****************************************************************************************************/ 
    if ((Mathf.Abs(Input.GetAxis("Vertical")) > 0.2)           // If press "W"(or Up arrow) or "S"(or Down arrow) button
        || (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.2))     // or if press "A"(or Left arrow) or "D"(or Right arrow) button
    { 
    	// Running Aniamtion. When user uses directional keys with Left or Right Shift button held down, the run animation will play
    	if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) 
    	{
    		// Play the running animation
    		animation.CrossFade(Run_Animation.name);
        	// Allow play backtrack for running animation clip
        	// Set the speed of the animation backtrack
        	animation[Run_Animation.name].speed = (Input.GetAxis("Vertical") < -0.2) ? -1 : 1;    		
        	// Set the move speed of the character's controller
        	speed = Mathf.Abs(Input.GetAxis("Vertical")) * runSpeed;  	
    	}
    	// If SHIFT button is not held down, the walking animation will play
        else
        {
        	// Play the walking animation
        	animation.CrossFade(Walk_Animation.name);
        	// Allow play backtrack for walking animation clip
        	// Set the speed of the animation backtrack
        	animation[Walk_Animation.name].speed = (Input.GetAxis("Vertical") < -0.2) ? -1 : 1;
	        // Set the movement speed of the character's controller
    	    speed = Mathf.Abs(Input.GetAxis("Vertical")) * walkSpeed; 
    	 }
    }
    // Idle Animation.     
    else
    {
		// Idle Animation. When user does nothing, idle animation will play
		if(!isPressPerformButton)
		{
			animation.CrossFade(Idle_Animation.name); 
			isPressPerformButton = false;
		} 
    }

    /**************************************************************************************************** 
    
    Moving the Character Controller
    
    *****************************************************************************************************/      
    // Detect horizontal input and rotate the character
    // Press the "A"(or left arrow) button to turn left
    // Press the "D"(or right arrow) button to turn right
    transform.eulerAngles.y += Input.GetAxis("Horizontal");
    
    // Ensure that the character is always on the ground using the gravity function    
    RL_controller.Move(transform.up * Time.deltaTime * -Gravity * 5);
    // Use Vector3(right,up,forward) to determine position in the 3D world space.
    movePosition = Vector3(0,0,Input.GetAxis("Vertical")); 
    movePosition = transform.TransformDirection(movePosition);

    // Move the character controller
    RL_controller.Move(movePosition * (Time.deltaTime * speed));
    


    /**************************************************************************************************** 
    
    Play jump animations when the user is pressing the space button
    
    *****************************************************************************************************/        
    // Play the jumping animation when the character is touching the ground
		/* Capture Jump animation input and prevent double air jump with " !isJump", 
		this ensures that the jump animation only works when character is touching the ground.                 */    
    if(Input.GetButtonDown("Jump") !isJump )  
    {
		JumpForce = JumpForceDefault ;
		isJump = true ;
		animation[Jump_Animation.name].speed = Jump_Animation_Speed;	
		animation.CrossFade(Jump_Animation.name,0.3);
	}

    // Applying jump to the character controller 
	if(isJump)
	{
		RL_controller.Move(transform.up * Time.deltaTime * JumpForce);
		JumpForce -= Gravity ;
		/* If isJump is true (character is in Jump state), move the
		character up with JumpForce intensity, then Gravity
		kicks in and will take you to the ground.          */
		if(RL_controller.isGrounded)
		{
			isJump = false ;
			/* Check if the character is touching the ground with Unity default isGrounded function, 
			if it's grounded, end the Jump action by setting isJump to false  */
		}
	}         
}

Honestly I am having similar issues along with it not working correctly while holding down WA, WS, SD and then hitting space-bar to jump. Works on all other axes and spent the last hour with tech support trying to find out why after removing and reinstalling Unity and its “HUB” which drives me batty wasn’t registering the license. Now its resolved but i tried the jump function wit the most basic movement and its still being a pain.