Sprite Sheet Issue

I’m trying to port a script over to ios from the webplayer version and I’m having an issue with my main player’s animation. It’s only displaying it’s right idle animation from the sprite sheet regardless of its direction of the idle as well as it’s action (walk, jump, etc.) Here’s how I’m calling it in the script:

function PlayMarioAnim()
{
	var aniPlay = GetComponent (aniSprite);					//set aniPlay to aniSprte.js
	print(MarioMode);
	switch(MarioMode)
	{
		case MarioMode.idleRight:
			aniPlay.aniSprite (16,16,0,1,16,12);
			break;
		case MarioMode.idleLeft:
			aniPlay.aniSprite (16,16,0,0,16,12);
			break;
		case MarioMode.walkRight:
			aniPlay.aniSprite (16,16,0,2,10,15);
			//print("Walk Right Animation");
			break;
		case MarioMode.walkLeft:
			aniPlay.aniSprite (16,16,0,3,10,15);
			break;
		case MarioMode.turboRight:
			aniPlay.aniSprite (16,16,0,4,16,24);
			break;
		case MarioMode.turboLeft:
			aniPlay.aniSprite (16,16,0,5,16,24);
			break;
		case MarioMode.crouchRight:
			aniPlay.aniSprite (16,16,0,8,16,24);
			break;
		case MarioMode.crouchLeft:
			aniPlay.aniSprite (16,16,0,9,16,24);
			break;
		case MarioMode.walkJumpRight:
			aniPlay.aniSprite (16,16,11,2,4,12);
			break;
		case MarioMode.walkJumpLeft:
			aniPlay.aniSprite (16,16,11,3,4,12);
			break;
		case MarioMode.runJumpRight:
			aniPlay.aniSprite (16,16,11,2,4,12);
			break;
		case MarioMode.runJumpLeft:
			aniPlay.aniSprite (16,16,11,3,4,12);
			break;
		case MarioMode.crouchJumpRight:
			aniPlay.aniSprite (16,16,12,10,4,12);
			break;
		case MarioMode.crouchJumpLeft:
			aniPlay.aniSprite (16,16,12,11,4,12);
			break;
	}
}

And here’s what my aniSprite script looks like:

function aniSprite (columnSize : float, rowSize : float, colFrameStart : float, rowFrameStart : float, totalFrames : int, framesPerSecond : int)// function for animating sprites
{
	var index : int = Time.time * framesPerSecond;													// time control fps
	index = index % totalFrames;																	// modulate to total number of frames
	
	var size = Vector2 ( 1.0 / columnSize, 1.0 / rowSize);											// scale for column and row size
	
	var u = index % columnSize;																		// u gets current x coordinate from column size
	var v = 0 / columnSize;																		// v gets current y coordinate by dividing by column size
	
	var offset = Vector2 ((u + colFrameStart) * size.x,(1.0 - size.y) - (v + rowFrameStart) * size.y); // offset equals column and row
	
	renderer.material.mainTextureOffset = offset;													// texture offset for diffuse map
	renderer.material.mainTextureScale  = size;														// texture scale  for diffuse map
	
	renderer.material.SetTextureOffset ("_BumpMap", offset);										// texture offset for bump (normal map)
	renderer.material.SetTextureScale  ("_BumpMap", size);											// texture scale  for bump (normal map) 
}

Any help would be greatly appreciated, I’m sure I’m just missing something but I can’t seem to figure out what it is.

Look like you taken the code from walkerboys.
But did you use the image “mario” also.
Or you made your own image?
If you made your own image, have you then set the numbers correctly to fit whit it.
When calling the aniSprite ??

Yeah, I’m trying to port over the 2d Mario clone for practice, but I just can’t seem to get this part working. It still works when I use it on the computer but when I do an iOS build it only plays that one animation no matter what I do.