...
private Animator _animator;
...
_animator = GetComponent<Animator>();      
...
        _animator.SetFloat("Speed", movement.sqrMagnitude); 

        if (hitGround) {
            if (Input.GetButtonDown("Jump")) {
                _vertSpeed = jumpSpeed;
            } else {
                _vertSpeed = -0.1f;
                _animator.SetBool("Jumping", false);
            }
        } else {
            _vertSpeed += gravity * 5 * Time.deltaTime;
            if (_vertSpeed < terminalVelocity) {
                _vertSpeed = terminalVelocity;
            }
            if (_contact != null ) {                           
                _animator.SetBool("Jumping", true);
            }

            if (_charController.isGrounded) {
                if (Vector3.Dot(movement, _contact.normal) < 0) {
                    movement = _contact.normal * moveSpeed;
                } else {
                    movement += _contact.normal * moveSpeed;
                }
            }
        }
...
