Slight Scripting help >_<

started to learn basic scripting in unity, programming is really not my specialty modeling and texturing would still be my forte but thought might as well learn a bit of basic unity just enough to make simple games

so everything is working fine my only issue is the walk animation wont play if i move the player/character in any other direction

walk animation only plays when i move the player downward but on any other direction the walk animation wont play

#pragma strict

var player: Transform;
var speed: float = 5.0;
var jumpSpeed: float = 3;
var playerWithAnimation: Transform;
var rotateSpeed: float =20;
var grounded: boolean = false;
var maxSlope: float = 60;

function Update()
{

if ( Input.GetAxis(“Horizontal”) > 0.1)
{
playerWithAnimation.animation.CrossFade(“walk”);
player.position += Vector3(speed*Time.deltaTime,0,0);
player.eulerAngles = Vector3(0,90,0);
}

if( Input.GetAxis(“Horizontal”) < -0.1)
{
playerWithAnimation.animation.CrossFade(“walk”);
player.position -= Vector3(speed*Time.deltaTime,0,0);
player.eulerAngles = Vector3(0,-90,0);
}

if ( Input.GetAxis(“Vertical”) > 0.1)
{
playerWithAnimation.animation.CrossFade(“walk”);
player.position += Vector3(0,0,speed*Time.deltaTime);
player.eulerAngles = Vector3(0,0,0);
}

if ( Input.GetAxis(“Vertical”) < -0.1)
{
playerWithAnimation.animation.CrossFade(“walk”);
player.position -= Vector3(0,0,speed*Time.deltaTime);
player.eulerAngles = Vector3(0,-180,0);
}

else
{
playerWithAnimation.animation.Play(“idle”);
}

if(Input.GetButtonDown(“Jump”) grounded )
{
player.rigidbody.velocity.y = jumpSpeed;
}
}

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;
}

your else only applies to your last if, so I would suggest changing the 3 middle if statements to else if, that way you link them and the last else will only play if they all fail, as it is one if can be true but as long as the last if is false the else will kick in