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Question by Koberinha · Aug 01, 2017 at 09:08 PM · c#unity 53dvisual studio

CS8025 C# Feature 'local functions' is not available in C# 4. Please use language version 7 or greater.

I'm having trouble to figure out why this is happening, i've googled it but to no avail, if anyone could help i would be thankful. This code isn't finished yet, i'm putting together all the player control scripts i've written. Anyway, there goes my code:

public class Tesla : MonoBehaviour

{

 [SerializeField] float turnSpeed = 100f;

 [SerializeField] float pitchSpeed = 50f; 

 [SerializeField] float rollSpeed = 100f; 

 [SerializeField] float initialVelocity = 0.0f; 

 [SerializeField] float finalVelocit = 500.0f; 

 [SerializeField] float currentVelocity = 0.0f; 

 [SerializeField] float accelerationRate = 10.0f; 

 [SerializeField] float decelerationRate = 50.0f; 

 public float startFOV = 60f;

 public float maxFOV = 90f;

 public float t = 0.5f; 

 public float Bullet_Forward_Force;  

 public Camera myCamera; 

 public GameObject Bullet_Emitter; 

 public GameObject Bullet_Emitter2; 

 public GameObject Bullet;

 public AudioClip SoundEffect;

 Transform myT;

 void Awake()
 {
     myT = transform;
 }

 void Update()
 {
     {
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
         Turn();
         if (Input.GetKey("w"))
         {
             myCamera.fieldOfView = Mathf.Lerp(myCamera.fieldOfView, maxFOV, t);
         }
         else
             myCamera.fieldOfView = Mathf.Lerp(myCamera.fieldOfView, startFOV, t);

         if (Input.GetKey("w")) //This makes the gameObject accelerate when the "w" is being pressed
         {
             currentVelocity = currentVelocity + (accelerationRate * Time.deltaTime);
             transform.Translate(0, 0, currentVelocity);
         }
         else
         {
             currentVelocity = currentVelocity - (decelerationRate * Time.deltaTime); 
             if (currentVelocity > 0) //This checks if the current velocity is 0
             {
                 transform.Translate(0, 0, currentVelocity);
             }
             else
             {
                 transform.Translate(0, 0, 0);
             }
         }

         currentVelocity = Mathf.Clamp(currentVelocity, initialVelocity, finalVelocit);
     }

     void Turn() //This is where i am having trouble.
     {
         float yaw = turnSpeed * Time.deltaTime * Input.GetAxis("Mouse X");
         float pitch = pitchSpeed * Time.deltaTime * Input.GetAxis("Mouse Y");
         float roll = rollSpeed * Time.deltaTime * Input.GetAxis("Roll");

         myT.Rotate(-pitch, yaw, roll);
     }
 }

}

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Answer by UnityCoach · Aug 01, 2017 at 09:16 PM

There are extra curly brackets on lines 43 and 74, and void Turn() is declared within void Update().

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avatar image coltrain12000 · Aug 01, 2017 at 09:26 PM 0
Share

yup i had this same issue its caused by a misplaced bracket

avatar image Koberinha · Aug 01, 2017 at 09:26 PM 0
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Wow, i am really dumb... Just started program$$anonymous$$g so i guess it's normal, thanks!

avatar image UnityCoach Koberinha · Aug 01, 2017 at 09:55 PM 0
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No worries, mistakes is a great way to learn;)

avatar image binit1239797 · Mar 27, 2018 at 05:21 AM 0
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Thanks!! The void x() is in void update() thingy worked for me....

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