Having multiple 2D Characters

Hey there, I followed the 2D Character Controller tutorial, and created a 2D Character. I am trying to achieve an effect, where you press a button, and it switches to another character in the scene, and you can then control the second character, while the first one is standing still. I can achieve this effect, but I am having some different problems, first is, that the first character, is still doing the running animation when I am switching, I already got the camera working so that it switches. Any help is appreciated, and it is in C# :smiley:

Here is my code for the Player Controller:
using UnityEngine;
using System.Collections;

public class PlayerControllerScript1 : MonoBehaviour {

	public GameObject camera;

	public float jumpForce;
	public float maxSpeed;
	bool facingRight = true;

	Animator anim;

	//on ground and so on
	bool grounded = false;
	public Transform groundCheck;
	float groundRadius = 0.2f;
	public LayerMask whatIsGround;

	void Start () {
		anim = GetComponent<Animator>();
	}
	

	void FixedUpdate () {

	
			grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
			anim.SetBool("Ground", grounded);

			anim.SetFloat("vSpeed", rigidbody2D.velocity.y);

			//Walking Animation and Movement

			float move = Input.GetAxis ("Horizontal");
		
			anim.SetFloat("Speed", Mathf.Abs (move));

			rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
		
			//Flipping the Character
			if(move > 0 && !facingRight)
				Flip ();
			else if(move < 0 && facingRight)
				Flip ();


	}

	void Update(){
		if(grounded && Input.GetKeyDown(KeyCode.Space)){
			anim.SetBool("Ground", false);
			rigidbody2D.AddForce(new Vector2(0, jumpForce));
		}
	}

	void Flip(){
		facingRight = !facingRight;
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}

Would anyone be able to help me? I got the basics to work, which means that when that bool is not active, you cannot control the character anymore, I was then able to do so that the animations floats and bools, like Speed and Vspeed was set to 0, which means that he will not move anymore. Now, I have this line of code:

else {
					grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
					anim.SetBool ("Ground", grounded);
					anim.SetFloat ("vSpeed", 0);
					anim.SetFloat ("Speed", 0);
				}

But, I can still jump with the character, why is this?