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Question by $$anonymous$$ · Jun 29, 2019 at 02:37 PM · thirdpersoncontroller

I can not insert this script into my 3d character that is from the standard asset of unity, I already reviewed it but it seems everything is correct, there is the code and the message that I get when I drag the script

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (ThirdPersonCharacter))] public class ThirdPersonUserControl : MonoBehaviour { private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object private Transform m_Cam; // A reference to the main camera in the scenes transform private Vector3 m_CamForward; // The current forward direction of the camera private Vector3 m_Move; private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.

     private void Start()
     {
         // get the transform of the main camera
         if (Camera.main != null)
         {
             m_Cam = Camera.main.transform;
         }
         else
         {
             Debug.LogWarning(
                 "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
             // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
         }

         // get the third person character ( this should never be null due to require component )
         m_Character = GetComponent<ThirdPersonCharacter>();
     }


     private void Update()
     {
         if (!m_Jump)
         {
             m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
         }
     }


     // Fixed update is called in sync with physics
     private void FixedUpdate()
     {
         // read inputs
         float h = CrossPlatformInputManager.GetAxis("Horizontal");
         float v = CrossPlatformInputManager.GetAxis("Vertical");
         bool crouch = Input.GetKey(KeyCode.C);

         // calculate move direction to pass to character
         if (m_Cam != null)
         {
             // calculate camera relative direction to move:
             m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
             m_Move = v*m_CamForward + h*m_Cam.right;
         }
         else
         {
             // we use world-relative directions in the case of no main camera
             m_Move = v*Vector3.forward + h*Vector3.right;
         }

if !MOBILE_INPUT

        // walk speed multiplier
         if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;

endif

         // pass all parameters to the character control script
         m_Character.Move(m_Move, crouch, m_Jump);
         m_Jump = false;
     }
 }

}

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