I have this two errors can someone help me?
- theres no script in the game
- its a new project
- with all projects i create happends the same
- i alredy reinstalled unity
Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs(2,7): error CS0246: The type or namespace name `CrossPlatformInput’ could not be found. Are you missing a using directive or an assembly reference?
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;
namespace CompleteProject
{
%|-433672157_1|%
%|2078677662_2|%
%|-960817400_3|%
Vector3 movement; // The vector to store the direction of the player's movement.
%|954322225_5|%
%|139389586_6|%
#if !MOBILE_INPUT
%|108820483_7|%
float camRayLength = 100f; // The length of the ray from the camera into the scene.
#endif
%|-833312685_3|%
{
#if !MOBILE_INPUT
%|-2086315563_11|%
%|-34666910_12|%
#endif
%|1015702605_13|%
%|-778227902_14|%
%|695110094_15|%
%|705329995_5|%
%|-1273674829_6|%
%|-1381978598_7|%
// Store the input axes.
%|1664116609_20|%
%|297344581_9|%
%|477576963_22|%
%|-1357247992_10|%
%|2146842196_24|%
%|-2143670267_5|%
%|-1355795641_26|%
%|-66852631_27|%
%|1289392148_28|%
%|705546561_29|%
%|-961837370_12|%
%|-1239089460_13|%
%|-1277423159_32|%
%|524414672_33|%
%|1742129494_34|%
%|-2021127989_35|%
// Move the player to it's current position plus the movement.
%|-1948093882_37|%
%|180843283_15|%
%|-2062653608_6|%
%|-1423877385_40|%
#if !MOBILE_INPUT
%|1446350258_41|%
%|-2023683103_42|%
%|2071959344_43|%
%|1622528017_44|%
%|-2078832705_17|%
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
%|1083553053_47|%
%|-1656574094_9|%
%|903857222_49|%
// Ensure the vector is entirely along the floor plane.
%|1827352951_51|%
%|753774082_21|%
Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);
%|-1004717006_12|%
%|-510000701_55|%
%|-378024163_56|%
#else
%|-567826961_57|%
%|1904809536_13|%
%|365929813_59|%
%|-928613029_12|%
%|-1734112018_26|%
%|552738566_27|%
%|-1705560092_28|%
%|769338795_64|%
%|-8252477_65|%
%|-2011431768_66|%
%|1794584841_29|%
%|1838234659_68|%
#endif
%|-1746828228_30|%
%|451969736_70|%
%|-1733310505_71|%
%|627526176_72|%
%|-2039333107_73|%
%|2114265875_74|%
anim.SetBool (“IsWalking”, walking);
%|229936590_76|%
%|1049150749_77|%
}
Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs(2,7): error CS0246: The type or namespace name `UnitySampleAssets’ could not be found. Are you missing a using directive or an assembly reference?
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;
namespace CompleteProject
{
public class PlayerShooting : MonoBehaviour
{
public int damagePerShot = 20; // The damage inflicted by each bullet.
public float timeBetweenBullets = 0.15f; // The time between each shot.
public float range = 100f; // The distance the gun can fire.
float timer; // A timer to determine when to fire.
Ray shootRay; // A ray from the gun end forwards.
RaycastHit shootHit; // A raycast hit to get information about what was hit.
int shootableMask; // A layer mask so the raycast only hits things on the shootable layer.
ParticleSystem gunParticles; // Reference to the particle system.
LineRenderer gunLine; // Reference to the line renderer.
AudioSource gunAudio; // Reference to the audio source.
Light gunLight; // Reference to the light component.
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for.
void Awake ()
{
// Create a layer mask for the Shootable layer.
shootableMask = LayerMask.GetMask ("Shootable");
// Set up the references.
gunParticles = GetComponent<ParticleSystem> ();
gunLine = GetComponent <LineRenderer> ();
gunAudio = GetComponent<AudioSource> ();
gunLight = GetComponent<Light> ();
}
void Update ()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
#if !MOBILE_INPUT
// If the Fire1 button is being press and it's time to fire...
if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
{
// ... shoot the gun.
Shoot ();
}
#else
// If there is input on the shoot direction stick and it's time to fire...
if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets)
{
// ... shoot the gun
Shoot();
}
#endif
// If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
if(timer >= timeBetweenBullets * effectsDisplayTime)
{
// ... disable the effects.
DisableEffects ();
}
}
public void DisableEffects ()
{
// Disable the line renderer and the light.
gunLine.enabled = false;
gunLight.enabled = false;
}
void Shoot ()
{
// Reset the timer.
timer = 0f;
// Play the gun shot audioclip.
gunAudio.Play ();
// Enable the light.
gunLight.enabled = true;
// Stop the particles from playing if they were, then start the particles.
gunParticles.Stop ();
gunParticles.Play ();
// Enable the line renderer and set it's first position to be the end of the gun.
gunLine.enabled = true;
gunLine.SetPosition (0, transform.position);
// Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
shootRay.origin = transform.position;
shootRay.direction = transform.forward;
// Perform the raycast against gameobjects on the shootable layer and if it hits something...
if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))
{
// Try and find an EnemyHealth script on the gameobject hit.
EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();
// If the EnemyHealth component exist...
if(enemyHealth != null)
{
// ... the enemy should take damage.
enemyHealth.TakeDamage (damagePerShot, shootHit.point);
}
// Set the second position of the line renderer to the point the raycast hit.
gunLine.SetPosition (1, shootHit.point);
}
// If the raycast didn't hit anything on the shootable layer...
else
{
// ... set the second position of the line renderer to the fullest extent of the gun's range.
gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);
}
}
}
}