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Question by Loxyx666 · May 29, 2016 at 12:49 PM · unity 53derror messagesymbolcs1525

Urgent Help Error cs1525!

Hi, I am getting a Assets/PlayerController.cs(94,19): error CS1525: Unexpected symbol `RotateCamera' error message can somebody pleas tell me how to fix this.

using UnityEngine;

[RequireComponent(typeof(Animator))] [RequireComponent(typeof(ConfigurableJoint))] [RequireComponent(typeof(PlayerMotor))] public class PlayerController : MonoBehaviour {

 [SerializeField]
 private float speed = 5f;
 [SerializeField]
 private float lookSensitivity = 3f;

 [SerializeField]
 private float thrusterForce = 1000f;

 [SerializeField]
 private float thrusterFuelBurnSpeed = 1f;
 [SerializeField]
 private float thrusterFuelRegenSpeed = 0.3f;
 private float thrusterFuelAmount = 1f;

 public float GetThrusterFuelAmount ()
 {
     return thrusterFuelAmount;
 }

 [SerializeField]
 private LayerMask environmentMask;

 [Header("Spring settings:")]
 [SerializeField]
 private float jointSpring = 20f;
 [SerializeField]
 private float jointMaxForce = 40f;

 // Component caching
 private PlayerMotor motor;
 private ConfigurableJoint joint;
 private Animator animator;

 void Start ()
 {
     motor = GetComponent<PlayerMotor>();
     joint = GetComponent<ConfigurableJoint>();
     animator = GetComponent<Animator>();

     SetJointSettings(jointSpring);
 }

 void Update ()
 {
     //Setting target position for spring
     //This makes the physics act right when it comes to
     //applying gravity when flying over objects
     RaycastHit _hit;
     if (Physics.Raycast (transform.position, Vector3.down, out _hit, 100f, environmentMask))
     {
         joint.targetPosition = new Vector3(0f, -_hit.point.y, 0f);
     } else
     {
         joint.targetPosition = new Vector3(0f, 0f, 0f);
     }

     //Calculate movement velocity as a 3D vector
     float _xMov = Input.GetAxis("Horizontal");
     float _zMov = Input.GetAxis("Vertical");

     Vector3 _movHorizontal = transform.right * _xMov;
     Vector3 _movVertical = transform.forward * _zMov;

     // Final movement vector
     Vector3 _velocity = (_movHorizontal + _movVertical) * speed;

     // Animate movement
     animator.SetFloat("ForwardVelocity", _zMov);

     //Apply movement
     motor.Move(_velocity);

     //Calculate rotation as a 3D vector (turning around)
     float _yRot = Input.GetAxisRaw("Mouse X");

     Vector3 _rotation = new Vector3(0f, _yRot, 0f) * lookSensitivity;

     //Apply rotation
     motor.Rotate(_rotation);

     //Calculate camera rotation as a 3D vector (turning around)
     float _xRot = Input.GetAxisRaw("Mouse Y");

     Vector3 _cameraRotation = new float(0f, _xRot, 0f) * lookSensitivity

     //Apply camera rotation
     motor.RotateCamera(_cameraRotation);

     // Calculate the thrusterforce based on player input
     Vector3 _thrusterForce = Vector3.zero;
     if (Input.GetButton ("Jump") && thrusterFuelAmount > 0f)
     {
         thrusterFuelAmount -= thrusterFuelBurnSpeed * Time.deltaTime;

         if (thrusterFuelAmount >= 0.01f)
         {
             _thrusterForce = Vector3.up * thrusterForce;
             SetJointSettings(0f);
         }
     } else
     {
         thrusterFuelAmount += thrusterFuelRegenSpeed * Time.deltaTime;
         SetJointSettings(jointSpring);
     }

     thrusterFuelAmount = Mathf.Clamp(thrusterFuelAmount, 0f, 1f);

     // Apply the thruster force
     motor.ApplyThruster(_thrusterForce);

 }

 private void SetJointSettings (float _jointSpring)
 {
     joint.yDrive = new JointDrive {
         positionSpring = _jointSpring,
         maximumForce = jointMaxForce
     };
 }

}

Thanks!

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Answer by JedBeryll · May 29, 2016 at 01:18 PM

Vector3 _cameraRotation = new float(0f, _xRot, 0f) * lookSensitivity

this line does not have a semicolon at the end.

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