Locomotion Problem with JumpAndIdle waitanimation stops for a few seconds!

Hi ! This is a script in the Locomotionsystem, If you have notice that the idle stop and starts again, this has something to do with the JumpAndIdle script. If I remove that script the wait Idle works. But with the JumpAndIdle script it stops and start again. Does anybody know what to do with this script JumpAndIdle? The waitidle stops for 3-5 scound and starts again! Does anybody know what to do so it dont stop.

If you have the LocomotionSystem example you can see it for your self! Or you can download it here!

http://unity3d.com/support/old-resou...ty-extensions/

Thankyou in advance!!!! Here is the script in C#!

enter code here

using UnityEngine; using System.Collections;

[RequireComponent(typeof(AlignmentTracker))] public class JumpAndIdle : MonoBehaviour {

public AnimationClip jumpingAnimation;
public float jumpTimeStart = 0.0f;
public float fallTimeThreshold = 0.2f;
public AnimationClip waitingAnimation;

private bool doJumping = false;
private bool doWaiting = false;

//private LegAnimator legA;
private AlignmentTracker align;
private CharacterMotor cm;

private bool grounded;
private bool waiting = false;
private float idleTimer = 0.0f;
private float fallingTimer = 0.0f;

// Use this for initialization
void Start () {
    //legA = GetComponent(typeof(LegAnimator)) as LegAnimator;
    align = GetComponent(typeof(AlignmentTracker)) as AlignmentTracker;
    cm = GetComponent(typeof(CharacterMotor)) as CharacterMotor;
    grounded = false;

    // Only use jumping if the jumping animation has ben set
    if (jumpingAnimation!=null) {
        animation[jumpingAnimation.name].wrapMode = WrapMode.ClampForever;
        doJumping = true;
    }

    // Only use idle animation if it has been set
    if (waitingAnimation!=null) {
        animation[waitingAnimation.name].wrapMode = WrapMode.ClampForever;
        doWaiting = true;
    }

    // Start with locomotion
    animation.Play("locomotion");
}

void OnEnable () {
    if (animation["locomotion"]!=null) animation["locomotion"].weight = 1;
}

// Update is called once per frame
void Update () {
    float speed = align.velocity.magnitude;

    // CrossFade quick to jumping animation while not grounded
    if (doJumping) {
        // If the jump button has been pressed
        if (cm.jumping) {
            grounded = false;
            waiting = false;
            // Fade to jumping animation quickly
            animation.CrossFade(jumpingAnimation.name, 0.1f);
            animation[jumpingAnimation.name].time = jumpTimeStart;
            animation[jumpingAnimation.name].wrapMode = WrapMode.ClampForever;
        }
        // If the character has walked over a ledge and is now in air
        else if (grounded && !cm.grounded) {
            grounded = false;
            waiting = false;
        }
        // If the character has landed on the ground again
        else if (!grounded && cm.grounded) {
            grounded = true;
            waiting = false;
            fallingTimer = 0;
            // Fade to locomotion motion group quickly
            animation.CrossFade("locomotion", 0.1f);
        }
        // If the character is falling
        else if (!grounded && fallingTimer<fallTimeThreshold) {
            fallingTimer += Time.deltaTime;
            if (fallingTimer>=fallTimeThreshold) {
                // Fade to jumping motion group slowly
                animation.CrossFade(jumpingAnimation.name, 0.2f);
                animation[jumpingAnimation.name].time = jumpTimeStart;
                animation[jumpingAnimation.name].wrapMode = WrapMode.ClampForever;
            }
        }
    }

    // CrossFade to waiting animation when inactive for a little while
    if (doWaiting) {
        if (speed==0) {
            idleTimer += Time.deltaTime;
            if (idleTimer>3) {
                // if the idle animation is not in the middle of playing
                if (
                    animation[waitingAnimation.name].time==0
                    || animation[waitingAnimation.name].time>=animation[waitingAnimation.name].length
                ) {
                    // Then rewind and play it
                    animation[waitingAnimation.name].time = 0;
                    animation.CrossFade(waitingAnimation.name);
                    animation[waitingAnimation.name].wrapMode = WrapMode.ClampForever;
                    waiting = true;
                }
                // Don't play again for a little random while
                idleTimer = -(2+4*Random.value);
            }
        }
        // If we have started to move again
        else if (speed>0 && waiting) {
            // Crossfade to locomotion
            animation.CrossFade("locomotion");
            waiting = false;
            idleTimer = 0;
        }
    }
}

}

I think it works now, I took away line 109. idleTimer = -(2+4*Random.value); and change it to idleTimer += Time.deltaTime; But I dont know if this is the right way to do it? But it looks like its working, but I have to test more! If someone know a better way you are welcome! Bono