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Question by Bleakmountain50 · Sep 17, 2017 at 02:51 AM · scripting problemerrorconsole errors

only using GetMouseButtonDown(0) once

here's my code. the console says the issue is line 19 and 48

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class PickUp : MonoBehaviour {

     public float speed = 10;

     public bool canHold = true;

     public GameObject cube;

     public Transform guide;

     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
         print ("clicked");
             if (!canHold)
                 throw_drop();
             else
                 Pickup();
         }

         if (!canHold && cube)
         cube.transform.position = guide.position;

     }//update

     //We can use trigger or Collision
     void OnTriggerEnter(Collider col)
     {
         if (col.gameObject.tag == "Pick")
     if (!cube) // if we don't have anything holding
         cube = col.gameObject;
     }

     //We can use trigger or Collision
     void OnTriggerExit(Collider col)
     {
         if (col.gameObject.tag == "Pick")
         {
             if (canHold)
             cube = null;
         }
     }


     private void Pickup()
     {
         cube.GetComponent<Rigidbody>().isKinematic = true;

     if (!cube)
             return;

         //We set the object parent to our guide empty object.
     cube.transform.SetParent(guide);

         //Set gravity to false while holding it
     cube.GetComponent<Rigidbody>().useGravity = false;

         //we apply the same rotation our main object (Camera) has.
     cube.transform.localRotation = transform.rotation;
     //We re-position the cube on our guide object 
     cube.transform.position = guide.position;

         canHold = false;
     }

     private void throw_drop()
     {
     cube.GetComponent<Rigidbody>().isKinematic = false;

     if (!cube)
             return;

         //Set our Gravity to true again.
     cube.GetComponent<Rigidbody>().useGravity = true;
     // we don't have anything to do with our cube field anymore
     cube = null; 
         //Apply velocity on throwing
         guide.GetChild(0).gameObject.GetComponent<Rigidbody>().velocity = transform.forward * speed;

     //Unparent our cube
         guide.GetChild(0).parent = null;
         canHold = true;

     }
 }//class
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