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               Question by 
               iamthecoolguy11 · Jan 19, 2014 at 02:55 PM · 
                c#errornewline  
              
 
              how do i fix (error CS1010 Newline in constant)
I made these 2 scripts and when I finished them they both got the same errors and I don't know what they are from. 
and here is the scripts.
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 public class Chunk : MonoBehaviour {
     
     public GameObject worldGO;
     private World world;
     
     private List<Vector3> newVertices = new List<Vector3>();
     private List<int> newTriangles = new List<int>();
     private List<Vector2> newUV = new List<Vector2>();
     
     private float tUnit = 0.25f;
     private Vector2 tStone = new Vector2 (1, 0);
     private Vector2 tGrass = new Vector2 (0, 1);
     private Vector2 tGrassTop = new Vector2 (1, 1);
     
     private Mesh mesh;
     private MeshCollider col;
     
     private int faceCount;
     
     public int chunkSize=16;
     
     public int chunkX;
     public int chunkY;
     public int chunkZ;
     
     // Use this for initialization
     void Start () { 
         
         world=worldGO.GetComponent(\"World\") as World;
    
   mesh = GetComponent<MeshFilter> ().mesh;
   col = GetComponent<MeshCollider> ();
    
   GenerateMesh();
    
    
  }
   
  // Update is called once per frame
  void Update () {
    
  }
   
  void GenerateMesh(){
    
   for (int x=0; x<chunkSize; x++){
    for (int y=0; y<chunkSize; y++){
     for (int z=0; z<chunkSize; z++){
      //This code will run for every block in the chunk
       
      if(Block(x,y,z)!=0){
       if(Block(x,y+1,z)==0){
        //Block above is air
        CubeTop(x,y,z,Block(x,y,z));
       }
        
       if(Block(x,y-1,z)==0){
        //Block below is air
        CubeBot(x,y,z,Block(x,y,z));
         
       }
        
       if(Block(x+1,y,z)==0){
        //Block east is air
        CubeEast(x,y,z,Block(x,y,z));
         
       }
        
       if(Block(x-1,y,z)==0){
        //Block west is air
        CubeWest(x,y,z,Block(x,y,z));
         
       }
        
       if(Block(x,y,z+1)==0){
        //Block north is air
        CubeNorth(x,y,z,Block(x,y,z));
         
       }
        
       if(Block(x,y,z-1)==0){
        //Block south is air
        CubeSouth(x,y,z,Block(x,y,z));
         
       }
        
      }
       
     }
    }
   }
    
   UpdateMesh ();
  }
   
  byte Block(int x, int y, int z){
   return world.Block(x+chunkX,y+chunkY,z+chunkZ);
  }
   
  void CubeTop (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x,  y,  z + 1));
   newVertices.Add(new Vector3 (x + 1, y,  z + 1));
   newVertices.Add(new Vector3 (x + 1, y,  z ));
   newVertices.Add(new Vector3 (x,  y,  z ));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrassTop;
   }
    
   Cube (texturePos);
    
  }
   
  void CubeNorth (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x + 1, y-1, z + 1));
   newVertices.Add(new Vector3 (x + 1, y, z + 1));
   newVertices.Add(new Vector3 (x, y, z + 1));
   newVertices.Add(new Vector3 (x, y-1, z + 1));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrass;
   }
    
   Cube (texturePos);
    
  }
   
  void CubeEast (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x + 1, y - 1, z));
   newVertices.Add(new Vector3 (x + 1, y, z));
   newVertices.Add(new Vector3 (x + 1, y, z + 1));
   newVertices.Add(new Vector3 (x + 1, y - 1, z + 1));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrass;
   }
    
   Cube (texturePos);
    
  }
   
  void CubeSouth (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x, y - 1, z));
   newVertices.Add(new Vector3 (x, y, z));
   newVertices.Add(new Vector3 (x + 1, y, z));
   newVertices.Add(new Vector3 (x + 1, y - 1, z));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrass;
   }
    
   Cube (texturePos);
    
  }
   
  void CubeWest (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x, y- 1, z + 1));
   newVertices.Add(new Vector3 (x, y, z + 1));
   newVertices.Add(new Vector3 (x, y, z));
   newVertices.Add(new Vector3 (x, y - 1, z));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrass;
   }
    
   Cube (texturePos);
    
  }
   
  void CubeBot (int x, int y, int z, byte block) {
    
   newVertices.Add(new Vector3 (x,  y-1,  z ));
   newVertices.Add(new Vector3 (x + 1, y-1,  z ));
   newVertices.Add(new Vector3 (x + 1, y-1,  z + 1));
   newVertices.Add(new Vector3 (x,  y-1,  z + 1));
    
   Vector2 texturePos=new Vector2(0,0);
    
   if(Block(x,y,z)==1){
    texturePos=tStone;
   } else if(Block(x,y,z)==2){
    texturePos=tGrass;
   }
    
   Cube (texturePos);
    
  }
   
  void Cube (Vector2 texturePos) {
    
   newTriangles.Add(faceCount * 4  ); //1
   newTriangles.Add(faceCount * 4 + 1 ); //2
   newTriangles.Add(faceCount * 4 + 2 ); //3
   newTriangles.Add(faceCount * 4  ); //1
   newTriangles.Add(faceCount * 4 + 2 ); //3
   newTriangles.Add(faceCount * 4 + 3 ); //4
    
   newUV.Add(new Vector2 (tUnit * texturePos.x + tUnit, tUnit * texturePos.y));
   newUV.Add(new Vector2 (tUnit * texturePos.x + tUnit, tUnit * texturePos.y + tUnit));
   newUV.Add(new Vector2 (tUnit * texturePos.x, tUnit * texturePos.y + tUnit));
   newUV.Add(new Vector2 (tUnit * texturePos.x, tUnit * texturePos.y));
    
   faceCount++; // Add this line
  }
   
  void UpdateMesh ()
  {
    
   mesh.Clear ();
   mesh.vertices = newVertices.ToArray();
   mesh.uv = newUV.ToArray();
   mesh.triangles = newTriangles.ToArray();
   mesh.Optimize ();
   mesh.RecalculateNormals ();
    
   col.sharedMesh=null;
   col.sharedMesh=mesh;
    
   newVertices.Clear();
   newUV.Clear();
   newTriangles.Clear();
   faceCount=0;
    
  }
 }
and script 2 using UnityEngine; using System.Collections;
 public class World : MonoBehaviour {
     
     public GameObject chunk;
     public GameObject[,,] chunks;
     public int chunkSize=16;
     
     public byte[,,] data;
     public int worldX=16;
     public int worldY=16;
     public int worldZ=16;
     
     // Use this for initialization
     void Start () {
         
         data = new byte[worldX,worldY,worldZ];
         
         for (int x=0; x<worldX; x++){
             for (int z=0; z<worldZ; z++){
                 int stone=PerlinNoise(x,0,z,10,3,1.2f);
                 stone+= PerlinNoise(x,300,z,20,4,0)+10;
                 int dirt=PerlinNoise(x,100,z,50,3,0)+1;
                 
                 for (int y=0; y<worldY; y++){
                     if(y<=stone){
                         data[x,y,z]=1;
                     } else if(y<=dirt+stone){
                         data[x,y,z]=2;
                     }
                     
                 }
             }
         }
         
         
         chunks=new GameObject[Mathf.FloorToInt(worldX/chunkSize),Mathf.FloorToInt(worldY/chunkSize),Mathf.FloorToInt(worldZ/chunkSize)];
         
         for (int x=0; x<chunks.GetLength(0); x++){
             for (int y=0; y<chunks.GetLength(1); y++){
                 for (int z=0; z<chunks.GetLength(2); z++){
                     
                     chunks[x,y,z]= Instantiate(chunk,new Vector3(x*chunkSize,y*chunkSize,z*chunkSize),new Quaternion(0,0,0,0)) as GameObject;
                     Chunk newChunkScript= chunks[x,y,z].GetComponent(\"Chunk\") as Chunk;
      newChunkScript.worldGO=gameObject;
      newChunkScript.chunkSize=chunkSize;
      newChunkScript.chunkX=x*chunkSize;
      newChunkScript.chunkY=y*chunkSize;
      newChunkScript.chunkZ=z*chunkSize;
       
     }
    }
   }
    
  }
   
  int PerlinNoise(int x,int y, int z, float scale, float height, float power){
   float rValue;
   rValue=Noise.GetNoise (((double)x) / scale, ((double)y)/ scale, ((double)z) / scale);
   rValue*=height;
    
   if(power!=0){
    rValue=Mathf.Pow( rValue, power);
   }
    
   return (int) rValue;
  }
   
   
  // Update is called once per frame
  void Update () {
   
  }
   
  public byte Block(int x, int y, int z){
    
   if( x>=worldX || x<0 || y>=worldY || y<0 || z>=worldZ || z<0){
    return (byte) 1;
   }
    
   return data[x,y,z];
  }
 }
               Comment
              
 
               
               
               Best Answer 
              
 
              Answer by KellyThomas · Jan 19, 2014 at 03:05 PM
   world=worldGO.GetComponent(\"World\") as World;
Should be:
 world=worldGO.GetComponent("World") as World;
You don't want to escape the quotes around your literal string.
Look for something similar on the line reported in you other error as well.
Your answer
 
 
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