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Recovered my scripts. Many errors
So, I accidently deleted my scripts folder from my Unity project. Fortunatly for me I builded the project not to long ago. I recovered all my scripts and they look fine, BUT I get for one script specific these compiler errors:
Assets/scripts/toggleYellowVisibility.cs(lineNumber,1): error CS1529: A using clause must precede all other namespace elements except extern alias declarations
-for every linenumber and the 1 next to the linenumber sometimes is a 14 and i get:
Assets/scripts/toggleYellowVisibility.cs(393,14): error CS0101: The namespace `global::' already contains a definition for 'scriptName'
-with scriptName being for every script
and in the inspector it says for every script that it is not valid and I need to fix compiler errors <- But, I can see why that is. EXCEPT: the scripts from the unity standard assets have this too!
and VS I get under variable names in my script this error: this member is defined more than once. Ambiguity between scriptname.variablename and scriptname.variablename
I don't get it! it looks like the scripts already exist nut they don't I accidently deleted the scripts folder!
PLEASE HELP!
Search for one of the scripts in assets, I bet it returns 2 entries. Highlight each one to see the location. Likely you didn't delete the scripts but just caught the directory and renamed/moved it.
$$anonymous$$mmpies, yeah i recovered the files from a build with a program but I did not think of just going to the windows trash bin. When I used the one from the trash it worked again.
Answer by koekeritis · Feb 25, 2015 at 04:41 PM
I found the answer: I recovered the files from a build with a program but I did not think of just going to the windows trash bin. When I used the one from the trash it worked again.
Answer by No_Such_Luck · Jul 29, 2020 at 08:02 PM
Do you know whats wrong with my code? I cant seem to get off of 4 errors, one is "} expected". The other 3 are "A using clause must precede all other elements defined in the namespace except extern alias declarations". Here is my code-
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class MouseLook : MonoBehaviour { public float mouseSpeed = 100f; public Transform playerBody; float xRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSpeed * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSpeed * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerMovement : MonoBehaviour { public CharacterController controller;
public float speed = 10f;
public float gravity = -10f;
public float jumpHeight = 5f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButton("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
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