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Question by Yukist · Sep 03, 2016 at 06:57 PM · 2d2d-platformerjumpfallingland

Jumping, Falling and Landing 2D

Hi! I am young and also new with Unity, and I am trying to do a 2D platform game.

First of all, I'm just going to apologise for my bad english, because I am French, but I hope everything is going to be understood!

Okay... For now, my character can move around perfectly. As you may presume I am not coding all alone, I'm following a tutorial series on CasanisPlays' channel, and for now everything worked perfectly. But I did everything like he showed in his video ( https://www.youtube.com/watch?v=0-1fhp2kFlY ), and I am still having 2 errors. I tried for days to fix it, I commented on the video, but no answers and I find this quite sad because making the character jump is a base, and I can't continue to do my game because of those errors. So if someone could fix it and send in the comments the fixed version, I will be so happy !!!

1st one :(11,38): error CS1519: Unexpected symbol 2' in class, struct, or interface member declaration Second one :(46,13): error CS1525: Unexpected symbol float'

Here is my script (C#)

using UnityEngine; using System.Collections;

public class playerControllet : MonoBehaviour {

 //movement variables 
 public float maxSpeed;

 //jumping variables
 bool grounded = false;
 float groundCheckRadius = 0,2f;
 public LayerMask groundLayer;
 public Transform groundCheck;
 public float jumpHeight;

 Rigidbody2D myRB;
 Animator myAnim;
 bool facingRight;

 // Use this for initialization
 void Start () {
     myRB = GetComponent<Rigidbody2D>();
     myAnim = GetComponent<Animator>();

     facingRight = true;
 
 }

 // Update is called once per frame
 void Update(){
     if(grounded && Input.GetAxis("Jump")>0){
         grounded = false;
         myAnim.SetBool ("isGrounded",grounded);
         myRB.AddForce(new Vector2(0,jumpHeight));
     }
 }

 void FixedUpdate() {

     //check if we are grounded - if no, then we are falling
     grounded = Physics2D.OverlapCircle(groundCheck.position,groundCheckRadius,groundLayer);
     myAnim.SetBool ("isGrounded",grounded);

     myAnim.SetFloat("VerticalSpeed", myRB.velocity.y)

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

     myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);

     if (move > 0 && !facingRight) {
         flip();
     } else if (move < 0 && facingRight) {
         flip();
     }
 }
 void flip()
 {
     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }


 }




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Answer by NinjaISV · Sep 03, 2016 at 07:14 PM

The problem that is causing errors are just simple mistakes that are super easy to make. The first one is when you declare groundCheckRadius you use a comma instead of a period for the value. The next one is just a missing semi-colon on line 39 after myAnim.SetFloat("VerticalSpeed", myRB.velocity.y).

An image highlighting the problems: alt text

Here is the script back to you in %100 working order:

 using UnityEngine; 
 using System.Collections;
 
 public class playerControllet : MonoBehaviour {
      //movement variables 
      public float maxSpeed;
      //jumping variables
      bool grounded = false;
      float groundCheckRadius = 0.2f;
      public LayerMask groundLayer;
      public Transform groundCheck;
      public float jumpHeight;
      Rigidbody2D myRB;
      Animator myAnim;
      bool facingRight;
      // Use this for initialization
      void Start () {
          myRB = GetComponent<Rigidbody2D>();
          myAnim = GetComponent<Animator>();
          facingRight = true;
      
      }
      // Update is called once per frame
      void Update(){
          if(grounded && Input.GetAxis("Jump")>0){
              grounded = false;
              myAnim.SetBool ("isGrounded",grounded);
              myRB.AddForce(new Vector2(0,jumpHeight));
          }
      }
      void FixedUpdate() {
          //check if we are grounded - if no, then we are falling
          grounded = Physics2D.OverlapCircle(groundCheck.position,groundCheckRadius,groundLayer);
          myAnim.SetBool ("isGrounded",grounded);
          myAnim.SetFloat("VerticalSpeed", myRB.velocity.y);
          float move = Input.GetAxis("Horizontal");
          myAnim.SetFloat("Speed", Mathf.Abs(move));
          myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);
          if (move > 0 && !facingRight) {
              flip();
          } else if (move < 0 && facingRight) {
              flip();
          }
      }
      void flip()
      {
          facingRight = !facingRight;
          Vector3 theScale = transform.localScale;
          theScale.x *= -1;
          transform.localScale = theScale;
      }
 }



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