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Question Help figuring out Mistake

Discussion in 'Scripting' started by DRKUMALO1971, Dec 4, 2022.

  1. DRKUMALO1971

    DRKUMALO1971

    Joined:
    Dec 3, 2022
    Posts:
    2
    I am recently getting started in the coding world, im using the next script but i keep having unity show me the following message: "Assets\Movement\PlayerCam.cs(19,16): error CS0117: 'Cursor' does not contain a definition for 'lockstate'"

    This is the code Im using btw, I would really appreciate the help of someone:

    // Start is called before the first frame update

    public float sensX;
    public float sensY;

    public Transform orientation;

    float xRotation;
    float yRotation;

    private void start()
    {
    Cursor.lockstate = CursorLockMode.Locked;
    Cursor.visible = false;
    }

    private void update()
    {
    //get mouse input
    float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
    float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY;

    yRotation += mouseX;

    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation - -90f, 90f);

    // rotate cam and orientation
    transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
    orientation.rotation = Quaternion.Euler(0, yRotation, 0);
    }
    }
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,492
    Please edit your post to use code-tags rather than plain text for code.

    Like other engines, Unity has searchable docs here. If you do that (search for "Cursor") you'll find you typed it wrong.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Whoa, just throw the above file away... it's littered with typing mistakes.

    These are three (3) more obvious critical typing mistakes besides what is causing you an issue right now:

    Go back to your tutorial, slow down and pay attention to what you type, and use this guide:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  4. DarkSaulo

    DarkSaulo

    Joined:
    Nov 10, 2020
    Posts:
    7
    The solution is simple, in your 'void Start()' you are calling 'Cursor.lockState', but you wrote it incorrectly, you wrote 'Cursor.lockstate' instead, it has to be in camelCase, with the S with capital letter.

    In simple words, take care of misspelling your code, try to connect your visual studio with unity so it will help you correct your writting.
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Yes, definitely this. Here's how:

    This may help you with intellisense and possibly other Visual Studio integration problems:

    Sometimes the fix is as simple as doing Assets -> Open C# Project from Unity. Other times it requires more.

    Other times it requires you also nuke the userprefs and .vsconfig and other crufty low-value high-hassle files that Visual Studio tends to slowly damage over time, then try the above trick.

    Barring all that, move on to other ideas:

    https://forum.unity.com/threads/intellisense-not-working-with-visual-studio-fix.836599/

    Also, try update the VSCode package inside of Unity: Window -> Package Manager -> Search for Visual Studio Code Editor -> Press the Update button

    Also, this: https://forum.unity.com/threads/no-suggestions-in-vscode.955197/#post-6227874
     
  6. DRKUMALO1971

    DRKUMALO1971

    Joined:
    Dec 3, 2022
    Posts:
    2
    Thank you so much for taking the time and effort fow writing this comment, i fixed the mistakes and now the script works fine, except for one thing, when i hit play the camera is static, no matter how much i swing my mouse around the camera wont follow. I tried checking if anything was wrong but both unitys console and the reference script seem to be fine. Any ideas why this could be ?
     
  7. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,742
    Awesome! I'm happy to hear that.

    Nope, but here's a SUPER easy to way to get started finding out for yourself:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.


    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    IF you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.