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Question by eipok · Oct 19, 2017 at 01:38 PM · error

error CS1061

Hello,

I am quite new trying to learn Unity and I am having the following errors:

"Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs(43,13): error CS1061: Type UnityEngine.Component' does not contain a definition for attachedRigidbody' and no extension method attachedRigidbody' of type UnityEngine.Component' could be found. Are you missing an assembly reference?"

"Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs(46,10): error CS1061: Type UnityEngine.Component' does not contain a definition for attachedRigidbody' and no extension method attachedRigidbody' of type UnityEngine.Component' could be found. Are you missing an assembly reference?"

I tried to look up the solution over here but I have been unsuccessful. I copy paste the code:

 using System;
 using UnityEngine;
 
 namespace UnityStandardAssets.Effects
 {
     public class WaterHoseParticles : MonoBehaviour
     {
         public static float lastSoundTime;
         public float force = 1;
 
 
         private ParticleCollisionEvent[] m_CollisionEvents = new ParticleCollisionEvent[16];
         private ParticleSystem m_ParticleSystem;
 
 
         private void Start()
         {
             m_ParticleSystem = GetComponent<ParticleSystem>();
         }
 
 
         private void OnParticleCollision(GameObject other)
         {
             int safeLength = m_ParticleSystem.GetSafeCollisionEventSize();
 
             if (m_CollisionEvents.Length < safeLength)
             {
                 m_CollisionEvents = new ParticleCollisionEvent[safeLength];
             }
 
             int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents);
             int i = 0;
 
             while (i < numCollisionEvents)
             {
                 if (Time.time > lastSoundTime + 0.2f)
                 {
                     lastSoundTime = Time.time;
                 }
 
                 var col = m_CollisionEvents[i].colliderComponent;
 
                 if (col.attachedRigidbody != null)
                 {
                     Vector3 vel = m_CollisionEvents[i].velocity;
                     col.attachedRigidbody.AddForce(vel*force, ForceMode.Impulse);
                 }
 
                 other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver);
 
                 i++;
             }
         }
     }
 }
 
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Answer by The_Icaruz · May 18, 2018 at 06:12 AM

You never declared the term "attachedRigidboy".

Under your public float force = 1; line you could declare the Rigidbody component.

 // If you're using a Rigidbody3D
 private Rigidbody attachedRigidbody;
 
 // If you're using a Rigidbody2D
 priavte Rigidbody2D attachedRigidbody;

Wether it should be "priavte" or "public" just change it like you need it.

In your start method you could write this line of code :

 // If you're using a Rigidbody3D
 attachedRigidbody = GetComponent<Rigidbody> ();
 
 //If you're using a Rigidbody2D
 attachedRigidbody = GetComponent<Rigidbody2D> ();

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