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Question by monster T · Feb 09, 2016 at 06:47 PM · scripting problemerror message

Please Help Me: Assets/Scripts/PlayerControaller.cs(34,33): error CS8025: Parsing error

using UnityEngine; using System.Collections;

[RequireComponent(typeof(PlayerPhysics))] public class PlayerControaller : MonoBehaviour {

 //Player Handling
 public float speed = 8 ;
 public float acceleration = 12 ;

 private float currrentSpeed;
 private float targetSpeed;
 private Vector2 amountToMove;

 private PlayerPhysics playerPhysics;
 void Start () {
     playerPhysics = GetComponent<PlayerPhysics> ();
 }

 void Update () {
     targetSpeed = Input.GetAxisRaw ("Horizontal") * speed;
     currrentSpeed = IncrementTowards (currrentSpeed, targetSpeed, acceleration);
     amountToMove = new Vector2 (currrentSpeed, 0);
 }

   // Increase n towards target by speed
 private float IncrementTowards(float n, float target, float a) {
     if (n == target) {
         return n;
     } else {
         float dir = Mathf.Sign (target - n) // must n be increased or decreased to get closer to target
              += a * Time.deltaTime * dir;
         return (dir == Mathf.Sign (target - n)) ? n : target // if n has now passed target then return target, otherwise return n
             ;
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Answer by Landern · Feb 09, 2016 at 06:49 PM

Your code is completely hacked up, line endings/terminations after comments, missing curly braces, i've made some assumptions and tried to line up various arithmetic that was going on in IncrementTowards

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(PlayerPhysics))]
 public class PlayerControaller : MonoBehaviour {
     //Player Handling
     public float speed = 8;
     public float acceleration = 12;
 
     private float currrentSpeed;
     private float targetSpeed;
     private Vector2 amountToMove;
 
     private PlayerPhysics playerPhysics;
     
     void Start () {
         playerPhysics = GetComponent<PlayerPhysics> ();
     }
 
     void Update () {
         targetSpeed = Input.GetAxisRaw ("Horizontal") * speed;
         currrentSpeed = IncrementTowards (currrentSpeed, targetSpeed, acceleration);
         amountToMove = new Vector2 (currrentSpeed, 0);
     }
 
     // Increase n towards target by speed
     private float IncrementTowards(float n, float target, float a) {
         if (n == target) {
             return n;
         } else {
             float dir = Mathf.Sign (target - n);
             target += a * Time.deltaTime * dir;
             return (dir == Mathf.Sign (target - n)) ? n : target;
         }
     }
 }

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