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error CS0103: The name `Cardboard' does not exist in the current context
I'm attempting to make a cardboard game, and I get this error: DogWalkScore.cs(59,69): error CS0103: The name `Cardboard' does not exist in the current context I've scoured the site for a solution, but nothing has worked, I'm still doing something wrong. Thank you in advance, your help is greatly appreciated. The script code is below.
using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class DogWalkScore : MonoBehaviour
{
private const int RIGHT_ANGLE = 90;
private int score;
public Text scoreText;
// This variable determinates if the player will move or not
private bool isWalking = false;
GvrHead head = null;
//This is the variable for the player speed
[Tooltip("With this speed the player will move.")]
public float speed;
[Tooltip("Activate this checkbox if the player shall move when the Cardboard trigger is pulled.")]
public bool walkWhenTriggered;
[Tooltip("Activate this checkbox if the player shall move when he looks below the threshold.")]
public bool walkWhenLookDown;
[Tooltip("This has to be an angle from 0° to 90°")]
public double thresholdAngle;
[Tooltip("Activate this Checkbox if you want to freeze the y-coordiante for the player. " +
"For example in the case of you have no collider attached to your CardboardMain-GameObject" +
"and you want to stay in a fixed level.")]
public bool freezeYPosition;
[Tooltip("This is the fixed y-coordinate.")]
public float yOffset;
void Start()
{
head = Camera.main.GetComponent<StereoController>().Head;
score = 0;
SetCountText();
}
void Update()
{
// Walk when the Cardboard Trigger is used
if (walkWhenTriggered && !walkWhenLookDown && !isWalking && Cardboard.SDK.Triggered)
{
isWalking = true;
}
else if (walkWhenTriggered && !walkWhenLookDown && isWalking && Cardboard.SDK.Triggered)
{
isWalking = false;
}
// Walk when player looks below the threshold angle
if (walkWhenLookDown && !walkWhenTriggered && !isWalking &&
head.transform.eulerAngles.x >= thresholdAngle &&
head.transform.eulerAngles.x <= RIGHT_ANGLE)
{
isWalking = true;
}
else if (walkWhenLookDown && !walkWhenTriggered && isWalking &&
(head.transform.eulerAngles.x <= thresholdAngle ||
head.transform.eulerAngles.x >= RIGHT_ANGLE))
{
isWalking = false;
}
// Walk when the Cardboard trigger is used and the player looks down below the threshold angle
if (walkWhenLookDown && walkWhenTriggered && !isWalking &&
head.transform.eulerAngles.x >= thresholdAngle &&
Cardboard.SDK.Triggered &&
head.transform.eulerAngles.x <= RIGHT_ANGLE)
{
isWalking = true;
}
else if (walkWhenLookDown && walkWhenTriggered && isWalking &&
head.transform.eulerAngles.x >= thresholdAngle &&
(Cardboard.SDK.Triggered ||
head.transform.eulerAngles.x >= RIGHT_ANGLE))
{
isWalking = false;
}
if (isWalking)
{
Vector3 direction = new Vector3(head.transform.forward.x, 0, head.transform.forward.z).normalized * speed * Time.deltaTime;
Quaternion rotation = Quaternion.Euler(new Vector3(0, -transform.rotation.eulerAngles.y, 0));
transform.Translate(rotation * direction);
}
if (freezeYPosition)
{
transform.position = new Vector3(transform.position.x, yOffset, transform.position.z);
}
}
private void OnTriggerEnter(Collider Rat)
{
if (Rat.gameObject.CompareTag("Pickup"))
{
Rat.gameObject.SetActive(false);
score = score + 1;
SetCountText();
}
}
void SetCountText()
{
scoreText.text = "Score: " + score.ToString();
}
}
Error shows that editor is unable to find "CardBoard" class which your are accessing. Do you delete something in your project? I think you are getting error On this Line "Cardboard.SD$$anonymous$$.Triggered". Please restore cardboard things, error will be solved.
In Unity, try Assets -> Reimport All. Cached declarations and references have caused quite a few issues for me in the past.
Answer by unitynovice5 · Feb 07, 2017 at 08:46 AM
I see what you're saying, but I switched from an old version of Cardboard to the current version, and that's when the script stopped working. I have the Cardboard Unity Asset Package installed, it's just not the same one the script was originally written for. :)
No, it's something I pieced together from various tutorials.
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