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Question by Th3unaticus · Jul 20, 2017 at 12:05 PM · error messageparsing error

C# Parsing Error

Hi There I get the parsing error for this code using UnityEngine; using System.Collections; using System.Collections.Generic; [AddComponentMenu("Camera-Control/Smooth Mouse Look")] public class SmoothMouseLook : MonoBehaviour {

 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
 public RotationAxes axes = RotationAxes.MouseXAndY;
 public float sensitivityX = 15F;
 public float sensitivityY = 15F;
 public float minimumX = -360F;
 public float maximumX = 360F;
 public float minimumY = -60F;
 public float maximumY = 60F;
 float rotationX = 0F;
 float rotationY = 0F;
 private List<float> rotArrayX = new List<float>();
 float rotAverageX = 0F;
 private List<float> rotArrayY = new List<float>();
 float rotAverageY = 0F;
 public float frameCounter = 20;
 Quaternion originalRotation;
 void Update ()
 {
     if (axes == RotationAxes.MouseXAndY)
     {
         //Resets the average rotation
         rotAverageY = 0f;
         rotAverageX = 0f;
    
         //Gets rotational input from the mouse
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    
         //Adds the rotation values to their relative array
         rotArrayY.Add(rotationY);
         rotArrayX.Add(rotationX);
    
         //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
         if (rotArrayY.Count >= frameCounter) {
             rotArrayY.RemoveAt(0);
         }
         if (rotArrayX.Count >= frameCounter) {
             rotArrayX.RemoveAt(0);
         }
    
         //Adding up all the rotational input values from each array
         for(int j = 0; j < rotArrayY.Count; j++) {
             rotAverageY += rotArrayY[j];
         }
         for(int i = 0; i < rotArrayX.Count; i++) {
             rotAverageX += rotArrayX[i];
         }
    
         //Standard maths to find the average
         rotAverageY /= rotArrayY.Count;
         rotAverageX /= rotArrayX.Count;
    
         //Clamp the rotation average to be within a specific value range
         rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
         rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
    
         //Get the rotation you will be at next as a Quaternion
         Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
         Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
    
         //Rotate
         transform.localRotation = originalRotation * xQuaternion * yQuaternion;
     }
     else if (axes == RotationAxes.MouseX)
     {        
         rotAverageX = 0f;
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotArrayX.Add(rotationX);
         if (rotArrayX.Count >= frameCounter) {
             rotArrayX.RemoveAt(0);
         }
         for(int i = 0; i < rotArrayX.Count; i++) {
             rotAverageX += rotArrayX[i];
         }
         rotAverageX /= rotArrayX.Count;
         rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
         Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
         transform.localRotation = originalRotation * xQuaternion;        
     }
     else
     {        
         rotAverageY = 0f;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotArrayY.Add(rotationY);
         if (rotArrayY.Count >= frameCounter) {
             rotArrayY.RemoveAt(0);
         }
         for(int j = 0; j < rotArrayY.Count; j++) {
             rotAverageY += rotArrayY[j];
         }
         rotAverageY /= rotArrayY.Count;
         rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
         Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
         transform.localRotation = originalRotation * yQuaternion;
     }
 }
 void Start ()
 {    
             Rigidbody rb = GetComponent<Rigidbody>();
     if (rb)
         rb.freezeRotation = true;
     originalRotation = transform.localRotation;
 }
 public static float ClampAngle (float angle, float min, float max)
 {
     angle = angle % 360;
     if ((angle >= -360F) && (angle <= 360F)) {
         if (angle < -360F) {
             angle += 360F;
         }
         if (angle > 360F) {
             angle -= 360F;
         }        
     }
     return Mathf.Clamp (angle, min, max);
 }
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avatar image vir1234 · Jul 20, 2017 at 12:07 PM 0
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you forgot to add '}' at the end

avatar image Dave-Carlile · Jul 20, 2017 at 12:14 PM 1
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Please use the 101010 button to properly format your code.

Perhaps you might tell us what the actual error is and the line it occurs on. The more information you can provide the better chances of being helped.

avatar image Th3unaticus Dave-Carlile · Jul 20, 2017 at 02:23 PM 0
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It says Assets/FPS.cs(123,1): error CS8025: Parsing error It's the only error in the whole thing. Also, this is not my own script, I copied it from a website that says it is the script for a First Person Character, which is what I want to make.

avatar image Th3unaticus · Jul 20, 2017 at 02:29 PM 0
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If any of you want to use this as an FPS just now to decrease the sensitivity a bit.

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Answer by tanoshimi · Jul 20, 2017 at 12:38 PM

As @vir1234 commented, you're missing a closing bracket at the end to finish the class declaration.

Also, unrelated to the error, but the logic here is nonsense:

  if ((angle >= -360F) && (angle <= 360F)) {
      if (angle < -360F) {
          angle += 360F;
      }
      if (angle > 360F) {
          angle -= 360F;
      }        
  }

... your first if condition passes if the value is between -360 and 360. Your following two nested if conditions test whether the value is less than -360 or greater than 360 which, by definition, will never be true....

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avatar image Th3unaticus · Jul 20, 2017 at 02:20 PM 0
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so do I just leave it all out (Note : I copied the script from another website, it's not my own)?

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