What needs to be changed in the coding for it to work again from a tutorial from Aaron Hibberd?
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class Monster : MonoBehaviour {
 public GameObject player;
 public AudioClip[] footsounds;
 private UnityEngine.AI.NavMeshAgent nav;
 private AudioSource sound;
 private Animator anim;
 private string state = "idle";
 private bool alive = true 
 // Use this for initialization
 void Start() {
     nav = GetComponent<UnityEngine.AI.NavMeshAgent> ();
     sound = getcomponent<AudioSource> ();
     anim = getcomponent<Animator> ();
     nav.speed = 1.2f;
     anim.speed = 1.2f;
 }
 public void footstep( int _num)
 {
     sound.clip = footsounds [_num];
     sound.Play ();
 }
 
 // Update is called once per frame
 void Update () {
     if{alive){
     
     anim.SetFloat ("velocity", nav.velocity.magnitude);
     nav.SetDestination (player.transform.position);
             //Idle//
             if(state == "idle")
             {
                 //pick a random place to walk//
                 vector3 randomPos = Random.insideUnitSphere*20f;
                 NavMeshHit navHit;
                 navMesh.SamplePosition(transform.position + ranDomPos, out navHit,20f,NavMesh.AllAreas);
                 nav.SetDestination(navHit.Position);
                 state = "walk";
             }
             //walk//
             if(state == "walk")
             {
                 if(nav.remainingDistance <= nav.stoppingDistance && !nav.pathPending)
                 {
                     state = "idle";
                 }
         }
 }
 }
 
               }
Nothing is broken. I was co$$anonymous$$g back to work on it and it came up with 8 errors on the script when I was testing it. Just wondering if it is the program messing with the code structure or something has changed through an update.
You have around 4-5 typo, Unity (well c#) is case sensitive.
getcomponent should be : GetComponent ranDomPos should be : randomPos nav$$anonymous$$esh.SamplePosition.... should be Nav$$anonymous$$esh.SamplePosition .... nav.SetDestination(navHit.Position); should be nav.SetDestination(navHit.position);
private bool alive = true missing ";" at end of the line : private bool alive = true; 
if{alive){ should be if(alive){
Thanks for the help. That cleared out 4 out of the eight. It is still having issues with void start. Im not sure why since the script came with that.
 using UnityEngine;
 
 public class $$anonymous$$onster : $$anonymous$$onoBehaviour
 {
     public GameObject player;
 
     public AudioClip[] footsounds;
 
     private Nav$$anonymous$$eshAgent nav;
 
     private AudioSource sound;
 
     private Animator anim;
 
     private string state = "idle";
 
     private bool alive = true;
 
     private void Start()
     {
         this.nav = this.GetComponent<Nav$$anonymous$$eshAgent>();
         this.sound = this.GetComponent<AudioSource>();
         this.anim = this.GetComponent<Animator>();
         this.nav.speed = 1.2f;
         this.anim.speed = 1.2f;
     }
 
     public void footstep(int num)
     {
         this.sound.clip = this.footsounds[num];
         this.sound.Play();
     }
 
     private void Update()
     {
         if (this.alive)
         {
             this.anim.SetFloat("velocity", this.nav.velocity.magnitude);
             this.nav.SetDestination(this.player.transform.position);
 
             // Idle//
             if (this.state == "idle")
             {
                 // pick a random place to walk//
                 var randomPos = Random.insideUnitSphere * 20f;
                 Nav$$anonymous$$eshHit navHit;
                 Nav$$anonymous$$esh.SamplePosition(this.transform.position + randomPos, out navHit, 20f, Nav$$anonymous$$esh.AllAreas);
                 this.nav.SetDestination(navHit.position);
                 this.state = "walk";
             }
 
             // walk//
             if (this.state == "walk")
             {
                 if ((this.nav.remainingDistance <= this.nav.stoppingDistance) && !this.nav.pathPending)
                 {
                     this.state = "idle";
                 }
             }
         }
     }
 }
 
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