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Question by
Jurgan_Limblenuf · May 14, 2014 at 07:07 PM ·
compile errors
Where is the compile error?
I need help, when ever i try to add this code to my player in Unity:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(PlayerPhysics))]
public class PlayerController : MonoBehaviour {
// Player Handling
public float gravity = 20;
public float speed = 8;
public float acceleration = 30;
public float jumpHeight = 12;
private float currentSpeed;
private float targetSpeed;
private Vector2 amountToMove;
private PlayerPhysics playerPhysics;
void Start () {
playerPhysics = GetComponent<PlayerPhysics>();
}
void Update () {
targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
if (playerPhysics.grounded) {
amountToMove.y = 0;
// Jump
if (Input.GetButtonDown("Jump")) {
amountToMove.y = jumpHeight;
}
}
amountToMove.x = currentSpeed;
amountToMove.y -= gravity * Time.deltaTime;
playerPhysics.Move(amountToMove * Time.deltaTime);
}
// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a) {
if (n == target) {
return n;
}
else {
float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
}
}
}
it says that i need to fix compile errors the above script ties in with this script:
using UnityEngine;
using System.Collections;
[RequireComponent (typeof(BoxCollider))]
public class PlayerPhysics : MonoBehaviour {
public LayerMask collisionMask;
private BoxCollider collider;
private Vector3 s;
private Vector3 c;
private float skin = .005f;
[HideInInspector]
public bool grounded;
Ray ray;
RaycastHit hit;
void Start() {
collider = GetComponent<BoxCollider>();
s = collider.size;
c = collider.center;
}
public void Move(Vector2 moveAmount) {
float deltaY = moveAmount.y;
float deltaX = moveAmount.x;
Vector2 p = transform.position;
// Check collisions above and below
grounded = false;
for (int i = 0; i<3; i ++) {
float dir = Mathf.Sign(deltaY);
float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
Debug.DrawRay(ray.origin,ray.direction);
if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY),collisionMask)) {
// Get Distance between player and ground
float dst = Vector3.Distance (ray.origin, hit.point);
// Stop player's downwards movement after coming within skin width of a collider
if (dst > skin) {
deltaY = dst * dir + skin;
}
else {
deltaY = 0;
}
grounded = true;
break;
}
}
Vector2 finalTransform = new Vector2(deltaX,deltaY);
transform.Translate(finalTransform);
}
}
I'm sorry for bothering you again, but now it says that "All compiler errors have to be fixed before you can enter playmode!"
Comment
Your scripts compile fine for me. Can you copy your compiler error from the Console window and past in into your question?
Had this before, restarting Unity, and sometimes my computer cleared everything - recommend trying it before starting to dig in to it.
Happens to me too. A quicker fix is to deliberately delete a paren or bracket to make the code illegal. Then let it try to compile (and fail) and then just fix it and everything is good.