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Question by jaozingames · Oct 13, 2020 at 11:36 PM · c#errorcodepage

Unity don't recognize the elements, just the first i put, what can i do?,Unity don't recognize element 1, what can i do?

public class WorldGenerator : MonoBehaviour { public GameObject player;

 public int sizeX;
 public int sizeZ;

 public int groundHeight;
 public float terDetail;
 public float terHeight;
 int seed;

 public GameObject[] blocks;

 // Start is called before the first frame update
 void Start()
 {
     seed = Random.Range(100000, 999999);
     GenerateTerrain();
 }

 // Update is called once per frame
 void Update()
 {
     
 }
 void GenerateTerrain()
 {
     for (int x = 0; x < sizeX; x++)
     {
         for (int z = 0; z < sizeZ; z++)
         {
             int maxY = (int)(Mathf.PerlinNoise((x / 2 + seed) / terDetail, (z / 2 + seed) / terDetail) * terHeight);
             maxY += groundHeight;

             GameObject Grass = Instantiate(blocks[0], new Vector3(x, maxY, z), Quaternion.identity)as GameObject;
             Grass.transform.SetParent(GameObject.FindGameObjectWithTag("Environment").transform);

             for (int y = 0; y < maxY; y++)
             {
                 GameObject stone = Instantiate(blocks[1], new Vector3(x, y, z), Quaternion.identity) as GameObject;
                 stone.transform.SetParent(GameObject.FindGameObjectWithTag("Environment").transform);
             }



                 if (x == (int)(sizeX / 2) && z == (int)(sizeZ / 2))
             {
                 Instantiate(player, new Vector3(x, maxY + 3, z), Quaternion.identity);
             }
         }
     }
 }

} ,public class WorldGenerator : MonoBehaviour { public GameObject player;

 public int sizeX;
 public int sizeZ;

 public int groundHeight;
 public float terDetail;
 public float terHeight;
 int seed;

 public GameObject[] blocks;

 // Start is called before the first frame update
 void Start()
 {
     seed = Random.Range(100000, 999999);
     GenerateTerrain();
 }

 // Update is called once per frame
 void Update()
 {
     
 }
 void GenerateTerrain()
 {
     for (int x = 0; x < sizeX; x++)
     {
         for (int z = 0; z < sizeZ; z++)
         {
             int maxY = (int)(Mathf.PerlinNoise((x / 2 + seed) / terDetail, (z / 2 + seed) / terDetail) * terHeight);
             maxY += groundHeight;

             GameObject Grass = Instantiate(blocks[0], new Vector3(x, maxY, z), Quaternion.identity)as GameObject;
             Grass.transform.SetParent(GameObject.FindGameObjectWithTag("Environment").transform);

             for (int y = 0; y < maxY; y++)
             {
                 GameObject stone = Instantiate(blocks[1], new Vector3(x, y, z), Quaternion.identity) as GameObject;
                 stone.transform.SetParent(GameObject.FindGameObjectWithTag("Environment").transform);
             }



                 if (x == (int)(sizeX / 2) && z == (int)(sizeZ / 2))
             {
                 Instantiate(player, new Vector3(x, maxY + 3, z), Quaternion.identity);
             }
         }
     }
 }

}

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