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Question by
calvintran501 · Mar 01, 2018 at 01:07 AM ·
scripting problemerror messagenewbie
A get or set accessor expected
using UnityEngine; using System.Collections;
public class Move: MonoBehaviour { public float maxSpeed = 10f; bool facingRight = true;
Animator anim;
bool grounded = false;
public Transform groundCheck;
float groundRadius= 0.2f;
public LayerMask whatIsGround;
public float JumpForce = 700f;
bool doubleJump = false;
void Start ()
{
anim = GetComponent<Animator> ();
}
void FixedUpdate
{
grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool("ground", grounded);0
if(grounded)
doubleJump = false;
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
float move = Input.GetAxis ("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.Velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
if(move > 0 &&!facingRight)
Flip();
else if(move < 0 && facingRight)
Flip;
}
void Update()
{
if((grounded || !doubleJump && Input.GetKeyDown(KeyCode.Space))
{
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0, jumpForce));
if(!doubleJump && !grounded)
doubleJump = true;
}
}
void Flip()
{
facingRight = !facingRight;
Vector3 the Scale = transform.localScale
theScale.Matrix4x4 *= -1;
transform.localScale = theScale;
}
}
So I copied this script from tutorial from https://unity3d.com/learn/tutorials/topics/2d-game-creation/2d-character-controllers but for the line grounded = Physics2DOverlapCircle(GroundCheck.Position, GroundRadius, whatIsGround); I keept getting the error "A Get or set accessor expected") How Do I fix this?
Comment
You have a stray "0" on line 19
Also ()'s after Flip on line 36
Best Answer
Answer by Beks_Omega · Mar 01, 2018 at 01:13 AM
Add parentheses after your FixedUpdate
void FixedUpdate()
{
grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool("ground", grounded);0
if(grounded)
doubleJump = false;
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
float move = Input.GetAxis ("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
rigidbody2D.Velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
if(move > 0 &&!facingRight)
Flip();
else if(move < 0 && facingRight)
Flip;
}