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Question by BlackHants · Sep 03, 2015 at 05:06 AM · errormovementjumpingcompiler error

COMPILER ERROR NOT FOUND

I was trying to make my player move and jump but I made a mistake that I can't found. Removing the part that makes the player jump, there's no compiler error, but when I play, after a time it falls into left.

 public float speed;
 private Rigidbody rb;
 private Vector3 movement;
 private int jumping;
 void Start ()
 {
     rb = GetComponent<Rigidbody>();
 }
 void Update ()
 {
     if (Input.GetKeyDown ("space"))(jumping = false){
         Vector3 jump = new Vector3 (0.0f, 500.0f, 0.0f);
         GetComponent<Rigidbody> ().AddForce (jump);
         jumping = true;
     }
 }
 void LateUpdate ()
 {
     if (jumping = true) {
         jumping = false;
     }
 }
 void FixedUpdate ()
 {
     // Store the input axes.
     float h = Input.GetAxisRaw ("Horizontal");
     float v = Input.GetAxisRaw ("Vertical");
     Move (h, v);
 }
 void Move (float h, float v)
 {
     movement.Set (h, 0f, v);
     movement = movement.normalized * speed * Time.deltaTime;
     rb.MovePosition (transform.position + movement);
 }

The player is a capsule with a ball as head. The scales are 1;1;1 (capsule/body) and 1.245381 (sphere/head). The sphere is 1.35 up to the center of the capsule.

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avatar image Positive7 · Sep 03, 2015 at 05:41 AM 0
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Are you sure there's no compiler error ? private int jumping; then you're trying to use it as a bool .

 if (Input.Get$$anonymous$$eyDown ("space"))(jumping = false){ 

missing some operator like && or ||

 if (jumping = true) {

should be

 if (jumping == true) {

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Answer by Positive7 · Sep 03, 2015 at 02:50 PM

     public float speed;
     private Rigidbody rb;
     private Vector3 movement;
     private bool jumping;
     void Start ()
     {
         rb = GetComponent<Rigidbody>();
     }
     void Update ()
     {
         if (Input.GetKeyDown ("space") && jumping == false){
             Vector3 jump = new Vector3 (0.0f, 500.0f, 0.0f);
             GetComponent<Rigidbody> ().AddForce (jump);
             jumping = true;
         }
     }
     void LateUpdate ()
     {
         if (jumping == true) {
             jumping = false;
         }
     }
     void FixedUpdate ()
     {
         // Store the input axes.
         float h = Input.GetAxisRaw ("Horizontal");
         float v = Input.GetAxisRaw ("Vertical");
         Move (h, v);
     }
     void Move (float h, float v)
     {
         movement.Set (h, 0f, v);
         movement = movement.normalized * speed * Time.deltaTime;
         rb.MovePosition (transform.position + movement);
     }
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