I everybody, I have a bug in my script but i don't find it This is my script : using System.Collections; using System.Collections.Generic; using UnityEngine; public class Charactermotor : MonoBehaviour { Animation animations; public float walkSpeed; public float runSpeed; public float turnSpeed; public string inputFront; public string inputBack; public string inputLeft; public string inputRight; public Vector3 JumpSpeed; CapsuleCollider playercollider; void Start() { animations = gameObject.GetComponent<Animation>(); playercollider = gameObject.GetComponent<CapsuleCollider>(); } void Update() { if (Input.GetKey(inputFront)) { Transform.Translate(0, 0, walkSpeed * Time.deltaTime); animations.Play("walk"); } if (Input.GetKey(inputBack)) { Transform.Translate(0, 0, -(walkSpeed / 2) * Time.deltaTime); animations.Play("Walk"); } if (Input.GetKey(inputLeft)) { Transform.Rotate(0, -turnSpeed * Time.deltaTime, 0); } if (Input.GetKey(inputRight)) { Transform.Rotate(0, turnSpeed * Time.deltaTime, 0); } } } And this is my bug :Assets/SpartanKing/character motor.cs(22,21): warning CS0414: The private field `Charactermotor.playercollider' is assigned but its value is never used Thanks you in advance for your help
That's only a warning and your script works regardless. The issue is exactly what the warning says: "The private field is assigned but its value is never used".
Please take a look at this thread for future posts: https://forum.unity.com/threads/using-code-tags-properly.143875/ It will insert code into the forums nicely and easier for us all to read
I think this guy posted at least 2 threads. Pretty sure, in the other thread, that error was pointed out & resolved
Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; public class Charactermotor : MonoBehaviour { Animation animations; public float walkSpeed; public float runSpeed; public float turnSpeed; public string inputFront; public string inputBack; public string inputLeft; public string inputRight; public Vector3 JumpSpeed; CapsuleCollider playercollider; void Start() { animations = gameObject.GetComponent<Animation>(); playercollider = gameObject.GetComponent<CapsuleCollider>(); } void Update() { if (Input.GetKey(inputFront)) { transform.Translate(0, 0, walkSpeed * Time.deltaTime); animations.Play("walk"); } if (Input.GetKey(inputBack)) { transform.Translate(0, 0, -(walkSpeed / 2) * Time.deltaTime); animations.Play("Walk"); } if (Input.GetKey(inputLeft)) { transform.Rotate(0, -turnSpeed * Time.deltaTime, 0); } if (Input.GetKey(inputRight)) { transform.Rotate(0, turnSpeed * Time.deltaTime, 0); } } }