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Bug Multiple type or namespace errors

Discussion in 'Scripting' started by WorldsAngriestBoat, Jul 29, 2021.

  1. WorldsAngriestBoat

    WorldsAngriestBoat

    Joined:
    Jun 27, 2021
    Posts:
    1
    Hi, I'm new to programming and trying to learn Unity. I'm in the Junior Program learning module, in Unit 1, and I was trying to modify the PlayerController script so that the vehicle won't rotate if it isn't moving. After I added the lines that I thought would work, I get 'error CS 1002: ; expect' for all three lines that I added. After I fixed that, I now get a different set of 4 errors- Error CS0246 for the type or namespace 'MonoBehavior', 'Camera', and 'KeyCode'. All of these were working yesterday.

    I removed the script from the player vehicle and now if I try to put it back I get the message 'The script don't inherit a native class that can manage a script.' I get the same error if I create a new, blank script and try to attach it to the player vehicle.

    Here is the code for the script, the new lines that the script stopped working after are the three at the bottom.


    public class PlayerController : MonoBehaviour
    {

    private float speed = 20.0f;
    private float turnSpeed = 40.0f;
    private float horizontalInput;
    private float forwardInput;
    private float movementModifier;
    public Camera followCamera;
    public Camera driverCamera;
    public KeyCode switchKey;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
    horizontalInput = Input.GetAxis("Horizontal");
    forwardInput = Input.GetAxis("Vertical");

    //Moves the car forward based on vertical input
    transform.Translate(Vector3.forward * Time.deltaTime * speed * forwardInput);
    //Moves the car forward based on horizontal input
    transform.Rotate(Vector3.up, Time.deltaTime * turnSpeed * horizontalInput);

    if (Input.GetKeyDown(switchKey))
    {
    followCamera.enabled = !followCamera.enabled;
    driverCamera.enabled = !driverCamera.enabled;
    }

    //Lets keep the truck from rotating in place
    if (forwardInput > 0) { movementModifier = 1F; }
    if (forwardInput = 0) { movementModifier = 0f; }
    if (forwardInput < 0) { movementModifier = -1f; }
    }
    }
     
  2. BABIA_GameStudio

    BABIA_GameStudio

    Joined:
    Mar 31, 2020
    Posts:
    497
    Don't paraphrase error messages. If you get an error and want help, then include the whole message.
    movementModifier = 1F;

    F is not the same as f. To specify that this number is a float, then you should be using 1f just like you have done on your other lines.
    You also seem (assuming that you have posted your whole script) to be missing the necessary
    using
    statements at the top of the script.
    Finally, use code tags when posting scripts as that will help us read it and gives line numbers which should correspond to the error message (assuming you provide the whole message).
     
    Last edited: Jul 29, 2021
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    This exactly.

    Remember: NOBODY memorizes error codes. 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.

    Always start with the FIRST error in the list, as sometimes that error causes or compounds some or all of the subsequent errors.

    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)

    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.

    When hammering in code, 100% accuracy is mandatory.

    How to do tutorials properly:

    Tutorials are a GREAT idea. Tutorials should be used this way:

    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 single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. Fortunately this is the easiest part to get right. Be a robot. Don't make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE.

    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.

    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!