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Unity gives an error, here is the code I used:
void MoveCharacter()
{
myRigidBody.MovePosition(
transform.Position + change * speed * Time.deltatime
);
}
}
C# is a case sensitive programming language.
You wrote transform.Position instead of transform.position.
You also tried to make operations on transform.position which is invalid.
If you want to make an operation on the position then you must declare x or y.
So, transform.position.x + 5 is valid However, transform.position + 5 is invalid.
Related
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I am aware this is a novel issue and it is just me either misreading the code or just forgetting a character but I cannot for the life of me figure out where this semi colon is actually meant to go if there even is a need for another one. I get the error stated in the title as well as the lines '(21,10)' but as far as I'm aware, all the correct semi colons are in place. I apologise as this is something I should probably be able to figure out but syntax errors like these seem to be the bane of my existence lately.
Code shown below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;
public class EDPathfinding : MonoBehaviour
{
public AIPath aipath;
void Start()
{
}
// Update is called once per frame
void Update()
{
if(aipath.desiredVelocity.x => 0.01f)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
}
else if (aipath.desiredVelocity.x <= -0.01f)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
}
}
}
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I tried making a program where every few seconds a random letter dropped. I noticed that the "correct" one dropped to rarely. I made a int correctLetterDrop = Random.Range(0,100) and wanted to artificially increase the chance. The rest of the code handles everything, i just need to assign the correct sprite to check against.
This gives me an error at the .correctSprite; saying "else cannot start a statement". I expect it to just check if the Random.Range returned 7 or less (for a 7% chance) and if it did to set the correct one, and otherwise just set a random one.
if(correctLetterDrop <= 7){
Clone.GetComponent<SpriteRenderer>().sprite = correctLetterScript.correctSprite;
else{
Clone.GetComponent<SpriteRenderer>().sprite = Letters[Letter];
}
}
Check for the first if condition closure }:
if(correctLetterDrop <= 7) {
Clone.GetComponent<SpriteRenderer>().sprite = correctLetterScript.correctSprite;
}else{
Clone.GetComponent<SpriteRenderer>().sprite = Letters[Letter];
}
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Closed 2 years ago.
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This is my complete code, can someone help me.
public float rotationSpeed;
public Transform target, player;
float mouseX, mouseY;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode; ;
}
void LateUpdate()
{
cameraControl();
}
Assets\ThirPersonCamerController.cs(14,28): error CS0119: 'CursorLockMode' is a type, which is not valid in the given context
You need to pick a lock mode:
Cursor.lockState = CursorLockMode.Locked;
Your choices are None, Locked, and Confined, but Locked seems to best fit your needs. See the Unity reference at https://docs.unity3d.com/ScriptReference/CursorLockMode.html
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I'm trying to turn off the gravity for one instantiated prefab clone, if something in the game happens. I have this:
public class Controller : MonoBehaviour
public Transform randomcoin;
private void Start()
if ( ... )
{ randomcoin.GetComponent<Rigidbody>.useGravity = false; }
This gives me this error:
Component.GetComponent<T>() is a method, which is not valid in the given context
Does anyone know how I can fix this?
You're missing () in randomcoin.GetComponent<Rigidbody>
It should be like this:
randomcoin.GetComponent<Rigidbody>()
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Closed 6 years ago.
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Variable i will be 0 in the end. Am I having serious problem in visual studio or in my brain?
double value = 0.0001;
int i = 0;
while(value < 0)
{
value *= 10;
i++;
}
Console.WriteLine(i);
Console.ReadLine();
The code inside the while block never runs because your while condition is actually false.
Your condition:
0.0001 < 0
This is a false statement so the while block is skipped.