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Question by BBoffa · Apr 15, 2020 at 12:38 AM · 2derror2d-platformerplatformererror build

error CS0101 and error cs0111

Im making basic movement and jumping for a 2d platformer i try to add in code for jumping after im finished i have 4 errors, one on cs0101 to do with already containing a defiintion of playermovement and 3 cs0111 for each void here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  public class playerMovement : MonoBehaviour { 
     public Animator animator;
     public bool isGrounded = false;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         Jump();
         animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
         Vector3 horizontal = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
         transform.position = transform.position + horizontal * Time.deltaTime;
         
     }
 
     void Jump()
     {
         if (Input.GetButtonDown("Jump") && isGrounded == true)
         {
             gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
         }
     }
    
 }
 
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Answer by GregSmash · Apr 16, 2020 at 03:20 AM

I'am not sure is this solved all problems, but it can help you to get the animator correctly. I hope I helped you :D

 using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
   public class playerMovement : MonoBehaviour { 
      private Animator _animator;
      //public Animator animator;
      private Rigidbody2D _rigBody;
      public bool isGrounded = false;
      // Start is called before the first frame update
      void Start()
      {  //Get animator from the player
          _animator = GetComponent<Animator>();
          //Get RigBod from the player
          _rigBody = GetComponent<Rigidbody2D>();
          
      }
  
      // Update is called once per frame
      void Update()
      {
          Jump();
          _animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
          //Here idk why a vector 3, instead vector2, if this works is good, however work in same vectors
          Vector3 horizontal = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
          //I add this. because the game dont know which is the transform.position gameobject, this is a way to solved. Also
          //public Gameobject obj is a value that replace this.
          this.transform.position = this.transform.position + horizontal * Time.deltaTime;
          
      }
  
      void Jump()
      {
          if (Input.GetButtonDown("Jump") && isGrounded == true)
          {
              //that knows gameobject rigidbody
              _rigBody.AddForce(new Vector2(0f, 5f), ForceMode2D.Impulse);
          }
      }
     
  }
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