Question by 
               devingeesr · Dec 15, 2016 at 09:48 PM · 
                c#camera  
              
 
              code error CS0119 field of view script
I am trying to add a field of view control on the camera so that I can zoom in on an object. I'm currently getting this error: Assets/Camera Script/ThirdPersonCamera.cs(42,27): error CS0119: Expression denotes a value', where a method group' was expected
I'm not a coder and would like some help on how to fix this issue.
 using UnityEngine;
 using System.Collections;
 
 public class ThirdPersonCamera : MonoBehaviour
 {
     private const float Y_ANGLE_MIN = 0.0f;
     private const float Y_ANGLE_MAX = 50.0f;
 
     public Transform lookAt;
     public Transform camTransform;
 
     private Camera cam;
 
     private float distance = 10.0f;
     private float currentX = 0.0f;
     private float currentY = 0.0f;
     private float sensivityX = 4.0f;
     private float sensivityY = 1.0f;
 
     public float zoomSpeed = 5;
     public float minFOV = 20;
     public float maxFOV = 100;
 
     private void Start()
     {
         camTransform = transform;
         cam = Camera.main;
     }
 
     private void Update ()
     {
         currentX += Input.GetAxis("Mouse X");
         currentY += Input.GetAxis("Mouse Y");
         //Keeps camrea from rotation under the player
         currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
 
         // assign zoom value to a variable
         float delta = Input.GetAxis ("Zoom") * -zoomSpeed;
         if(Input.GetButton ("Zoom"))
         {
           // make sure the current FOV is within min/max values
           if((Camera.main.fieldOfView + delta > minFOV)
             (Camera.main.fieldOfView + delta < maxFOV))
           {
             // apply the change to the main camera
             Camera.main.fieldOfView = Camera.main.fieldOfView + delta;
             Debug.Log ("FOV: " + Camera.main.fieldOfView);
           }
         }
     }
 
     private void LateUpdate ()
     {
         Vector3 dir = new Vector3(0,0,-distance);
         Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
         camTransform.position = lookAt.position + rotation * dir;
         camTransform.LookAt (lookAt.position);
     }
 
 }
 
               Comment
              
 
               
              I would say the following line needs an AND
 if((Camera.main.fieldOfView + delta > $$anonymous$$FOV)
              (Camera.main.fieldOfView + delta < maxFOV))
resulting in
 if((Camera.main.fieldOfView + delta > $$anonymous$$FOV) &&
              (Camera.main.fieldOfView + delta < maxFOV))
Your answer
 
 
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