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Question by chuyaep · Mar 28, 2020 at 01:05 AM · errorcharactercontrollererror messageanimator controllercharacter movement

Error CS1061 - Error CS0103 - Error CS0165

I'm trying to make a character move and the tutorial had this script, but when I run the code I get these errors ->'Vector2' does not contain a definition for 'GetAxisRaw' and no accessible extension method 'GetAxisRaw' accepting a first argument of type 'Vector2' could be found (are you missing a using directive or an assembly reference?)

->The name 'speedSmoothVelocity' does not exist in the current context

->error CS1061: 'float' does not contain a definition for 'deltaTime' and no accessible extension method 'deltaTime' accepting a first argument of type 'float' could be found (are you missing a using directive or an assembly reference?)

  • error CS0165: Use of unassigned local variable 'movementInput'

    using System.Collections; using System.Collections.Generic; using UnityEngine;

    public class CharacterMovement : MonoBehaviour { [SerializeField] private float movementSpeed = 3f; private float currentSpeed = 0f; private float gameSmoothVelocity = 0f; private float speedSmoothTime = 0.1f; private float rotationSpeed = 0.1f; private float gravity = 3f;

       private Transform mainCameraTransform = null;
     
         private CharacterController controller = null;
         private Animator animator = null;
     
         private void Start()
         {
             controller = GetComponent<CharacterController>();
             animator = GetComponent<Animator>();
     
             mainCameraTransform = Camera.main.transform;
         }
     
         private void Update()
         {
             Move();
         }
     
         private void Move()
         {
             Vector2 movementInput = new Vector2(Input.GetAxisRaw("Horizontal"), movementInput.GetAxisRaw("Vertical"));
     
             Vector3 forward = mainCameraTransform.forward;
             Vector3 right = mainCameraTransform.right;
     
             forward.y = 0;
             right.y = 0;
     
             forward.Normalize();
             right.Normalize();
     
             Vector3 desiredMoveDirection = (forward * movementInput.y + right * movementInput.x).normalized;
             Vector3 gravityVector = Vector3.zero;
     
             if(controller.isGrounded)
             {
                 gravityVector.y -= gravity;
             }
     
             if(desiredMoveDirection != Vector3.zero)
             {
                 transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(desiredMoveDirection), rotationSpeed);
             }
     
             float targetSpeed = movementSpeed * movementInput.magnitude;
             currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, speedSmoothTime);
     
             controller.Move(desiredMoveDirection * currentSpeed * speedSmoothTime.deltaTime);
             controller.Move(gravityVector * Time.deltaTime);
         }
     }
     
    
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