Initial commit with a simple scene: contains placeholder skybox, a cube and a character with some control.
Alustavaa prototypointia painovoiman heiluttelussa.
Changed the character movement to change according to gravity direction.
Also renamed VariableGravity.js to GlobalVariables.js in case other
global variables are needed (actually planned to add character movement
direction variables here but after all just calculated them from the
gravity direction).

Signed-off-by: Oskari Leppaaho <oskari.leppaaho@gmail.com>
Made project more git friendly.
Fixed maximum speed so that it counts the speed
parallel to forwardDirection (previously there was no
maximum speed applied when moving to other than x-direction).
Also made possible to move to opposite direction even when moving
on a speed above maximum speed.
Added grounded checking to jumping.
Added forwardDirection to global variables.
GravityFlip is now supposed to be added to character itself.
Rotation happens now relative to character's own coordinates.
Rotation is now also possible around y-axis (using keys 1 and 3).
Rest of files. Added a few boxes to the test level.
Made prefabs from character and the cubes.
Changes to cube textures. Also new movement script (one that doesn't need external variables for gravity) and some changes to the current GravityFlip.js. Implemented another version of gravity flipping (CameraWorldControl.cs) that doesn't yet quite work. Also implemented CameraTrigger that causes cubes to become transparent when between the camera and the player.
Fixed CameraWorldControl.
Fixing metafiles.
Fixed moving in opposite direction when moving at a speed above maximum speed.
Fixed character prefab to use Camera World Control instead of Gravity Flip.
Added Start and Goal area prefabs. Goal area has a script that loads a
level of given name when player enters it. Also changed camera rotation
buttons to opposite directions.
Added comment to Goal script.
Put triggers into a separate layer. Created a perimeter-trigger that sends the player back to the start if they fall too far away from the cubes.
Made perimeter into a prefab.
Added folders for music and sound effects and removed standard
assets as those weren't used.
Added empty .gitignore files to music and sound effects
folders to make them visible.