Player walking Script

Hey guys! Some of you might now the ETeeski tutorials, some of you might not. Either way, this is a script from one of his tutorials and I have one small issue: The player wont move from the spot (or jump). I copied the script from his tutorials, which didn’t work out for me, and then copy pasted his reference script, still no difference. Can anybody figure out what I might be doing wrong? Here’s the script I have for reference. Thank you in advance!

var walkAcceleration : float = 5;

var walkAccelAirRacio : float = 0.1;

var walkDeacceleration : float = 5;

@HideInInspector

var walkDeaccelerationVolx : float;

@HideInInspector

var walkDeaccelerationVolz : float;

 

var cameraObject : GameObject;

var maxWalkSpeed : float = 20;

@HideInInspector

var horizontalMovement : Vector2;

 

var jumpVelocity : float = 20;


var grounded : boolean = false;

var maxSlope : float = 60;

 

function LateUpdate () 

{

    horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);

    if (horizontalMovement.magnitude > maxWalkSpeed)

    {

        horizontalMovement = horizontalMovement.normalized;

        horizontalMovement *= maxWalkSpeed;     

    }

    rigidbody.velocity.x = horizontalMovement.x;

    rigidbody.velocity.z = horizontalMovement.y;

    

    if (grounded)
    	{
    	//Get the Player to slowly gain speed
        rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkDeaccelerationVolx, walkDeacceleration);

        rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkDeaccelerationVolz, walkDeacceleration);
        }

    
	//Player faces the direction of the Camera
    transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLookScript).currentYRotation, 0);

    

    if (grounded)
		//Player moves in directions in case the user presses "wasd" buttons if player is grounded
        rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);

    else
		//If the player isnt grounded use the vars for his air control
        rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRacio * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRacio * Time.deltaTime);

            

    if (Input.GetButtonDown("Jump") && grounded)
		//If player jumps, add force to the rigid body
        rigidbody.AddForce(0,jumpVelocity,0);

}

 

function OnCollisionStay (collision : Collision)

{

    for (var contact : ContactPoint in collision.contacts)

    {

        if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)

            grounded = true;

    }

}

 

function OnCollisionExit ()

{

    grounded = false;

}

@Borzi - you can delete your question again if you like. I just got done taking a look at your code. You can get it to work by 1) adding a physic low friction physic material (like ice) to the colliders of your character and the surface. And 2, reducing the mass of your player to around 0.05. The problem I see is that the amount of force being applied is too small for the friction and mass.