can someone help me with fixing these scripts
 public Slider WidthSlider;
 public GameObject tile;
 public GameObject end;
 public int width = 10;
 public int length = 10;
 List<GameObject> level;
 // Use this for initialization
 void Start () {
     level = new List<GameObject> ();
     CreateLevel (width, length);
 }
 public void ClearLevel()
 {
     int numberOfTiles = level.Count;
     while (numberOfTiles > 0) {
         Destroy (level [0]);
         level.RemoveAt (0);
         numberOfTiles = numberOfTiles - 1;
     }
 }
 public void Rebuild()
 {
     CreateLevel (width, length);
 }
 public void GetWidth()
 {
     length = Mathf.FloorToInt(WidthSlider.value);
 }
 public void CreateLevel(float Width, float Length)
 {
     ClearLevel ();
     for (int x = 0; x < Width; x = x + 1) {
         for (int z = 0; z < Length; z = z + 1) {
             GameObject newTile = Instantiate (tile);
             Vector3 newPosition = transform.position +new Vector3 (x, 0, -z);
             newTile.transform.position = newPosition;
             level.Add (newTile);
         }
     }
     GameObject newEnd = Instantiate (end);
     Vector3 endPosition = transform.position +new Vector3 (Mathf.CeilToInt(Width/2)-0.5f, 0, -(Length+5)+0.5f);
     newEnd.transform.position = endPosition;
     newEnd.transform.localScale =  new Vector3 (Width, 1, 10);
     level.Add (newEnd);
 }
 // Update is called once per frame
 void Update () {
 
 }
} /// script 2 using UnityEngine; using System.Collections;
public class RandomColor : MonoBehaviour {
 Material myMaterial;
 public Color currentColor = Color.green;
 float nextSwitch = 0;
 public int thing = 0;
 public Collider BlackCollider;
 public float switchTime = 3;
 // Use this for initialization
 void Start () {
     MeshRenderer myRender = GetComponent<MeshRenderer> ();
     myMaterial = Instantiate (myRender.material);
     myRender.material = myMaterial;
     myMaterial.color = currentColor;
 }
 
 // Update is called once per frame
 void Update () {
     if (Time.time > nextSwitch) {
         nextSwitch = Time.time + switchTime;
         currentColor = NewColor();
         myMaterial.color = NewColor();
     }
 }
 Color NewColor (){
     float dice = Random.value;
     int choice = 0;
     if (dice > 0.85f) {
         choice = 1;
     } else if (dice > 0.8f){
         choice = 2;
     } else if (dice > 0.7f){
         choice = 3;
     }
     thing = choice;
     //Random.Range (0, 5);
     switch (choice) {
     case 0:
         BlackCollider.enabled = false;
         return Color.red;
         break;
     case 1:
         BlackCollider.enabled = true;
         return Color.black;
         break;
     case 2:
         BlackCollider.enabled = false;
         return Color.blue;
         break;
     case 3:
         BlackCollider.enabled = false;
         return Color.green;
         break;
     case 4:
         BlackCollider.enabled = false;
         return Color.yellow;
         break;
     case 5:
         
         return Color.magenta;
         break;
     }
     return Color.white;
 }
} // script 3 using UnityEngine; using System.Collections;
public class ColorEffect : MonoBehaviour {
 // Use this for initialization
 void Start () {
 
 }
 void OnCollisionEnter(Collision col)
 {
     RandomColor colorCube = col.gameObject.GetComponent<RandomColor> ();
     if (colorCube != null) {
         if (colorCube.thing == 2) {
             BlueEffect ();
         }
         if (colorCube.thing == 3) {
             GreenEffect ();
         }
     }
 }
 // Update is called once per frame
 void Update () {
 
 }
 void BlueEffect(){
     this.transform.position =  this.transform.position - (Vector3.forward*4);
     Debug.Log("BLUE");
 }
 void GreenEffect(){
     this.transform.position =  this.transform.position + (Vector3.forward*4);
     Debug.Log("You Dead bro");
 }
 void RedEffect(){
     
 }
} // script 4 using UnityEngine; using System.Collections;
public class PlayerWalk : MonoBehaviour {
 public float speed;
 private Rigidbody rb;
 void Start ()
 {
     rb = GetComponent<Rigidbody>();
 }
 void FixedUpdate ()
 {
     float moveHorizontal = Input.GetAxis ("Horizontal");
     float moveVertical = Input.GetAxis ("Vertical");
     Vector3 movement = (transform.right*moveHorizontal) + (transform.forward*moveVertical);
     rb.AddForce (movement * speed);
 }
}
I would suggest rena$$anonymous$$g the variable "thing" to "entity" and the variable "width" to "tomatoJuiceCoefficient". Everything else looks fine to me.
Or did you mean by "fixing" that there are errors in the script / they are not doing what you want them too? Then please, be so incredibly kind to explain your problem precisely and maayyybee pleeaase even use the code-tags for the source code correctly so they are more readable.
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