Main character control problem

I have a problem when I control my main character.

I bought the characters which have various animations in 3D store.

After I applied to my game, every character goes the opposite direction.

I mean.. before.. I could see back of the head of characters when I control.

but Now I can see the front side of the character. and he go backward...

here is my script..

// MainCharacterControl.js

private var walkSpeed : float = 1.0;

private var gravity = 100.0;

private var moveDirection : Vector3 =;

private var charController : CharacterController;

function Start()
    charController = GetComponent(CharacterController);

    animation.wrapMode = WrapMode.Loop;

function Update () 
    if(charController.isGrounded == true)
        if(Input.GetAxis("Vertical") > .1)
                walkSpeed = 5;
                animation["walk"].speed =1;
                walkSpeed = 2;
        else if(Input.GetAxis("Vertical") < -.1)
            animation["walk"].speed = -1;
            walkSpeed = 2;

        // Create an animation cycle for when the character is turning on the spot
        if(Input.GetAxis("Horizontal") && !Input.GetAxis("Vertical"))

        transform.eulerAngles.y += Input.GetAxis("Horizontal");

        // Calculate the movement direction (forward motion)
        moveDirection = Vector3(0,0, Input.GetAxis("Vertical"));
        moveDirection = transform.TransformDirection(moveDirection);


    moveDirection.y -= gravity * Time.deltaTime;
    charController.Move(moveDirection * (Time.deltaTime * walkSpeed));

// SmoothFollow.js

This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we 
var heightDamping = 2.0;
var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu

@script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () {
    // Early out if we don't have a target
    if (!target)

    // Calculate the current rotation angles
    wantedRotationAngle = target.eulerAngles.y;
    wantedHeight = target.position.y + height;

    currentRotationAngle = transform.eulerAngles.y;
    currentHeight = transform.position.y;

    // Damp the rotation around the y-axis
    currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

    // Damp the height
    currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

    // Convert the angle into a rotation
    currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

    // Set the position of the camera on the x-z plane to:
    // distance meters behind the target
    transform.position = target.position;
    transform.position -= currentRotation * Vector3.forward * distance;

    // Set the height of the camera
    transform.position.y = currentHeight;

    // Always look at the target
    transform.LookAt (target);

It sounds like the x axis for your models has become inverted. Drag each of your prefabs into the scene at 0,0,0 and just rotate each of them 180 about the y axis. Then click the Apply button just above their transform component in the inspector, and it'll apply those changes to the prefab. Then you can delete the objects you just dragged in, and they should spawn facing and moving in the right direction.