Any #pragma strict experts ?

Merry Christmas guys :slight_smile: ,quick question :stuck_out_tongue: using this AIcarscript from Andrew Gotow ,is fine in Windows but when converted to Android it kicks up this error ,any ideas please :slight_smile:

the error I get is  

Assets/Scripts/Car Control/AICar_Script.js(98,36): BCE0019: 'position' is not a member of 'Object'. 

    // ----------- CAR TUTORIAL SAMPLE PROJECT, ? Andrew Gotow 2009 -----------------

// Here's the basic AI driven car script described in my tutorial at
// A Complete explaination of how this script works can be found at the link above, along
// with detailed instructions on how to write one of your own, and tips on what values to 
// assign to the script variables for it to work well for your application.

// Contact me at for more information.

// These variables allow the script to power the wheels of the car.
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;

// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float[];
var CurrentGear : int = 0;

// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;

// Here's all the variables for the AI, the waypoints are determined in the "GetWaypoints" function.
// the waypoint container is used to search for all the waypoints in the scene, and the current
// waypoint is used to determine which waypoint in the array the car is aiming for.
var waypointContainer : GameObject;
private var waypoints : Array;
private var currentWaypoint : int = 0;

// input steer and input torque are the values substituted out for the player input. The 
// "NavigateTowardsWaypoint" function determines values to use for these variables to move the car
// in the desired direction.
private var inputSteer : float = 0.0;
private var inputTorque : float = 0.0;

function Start () {
	// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
	rigidbody.centerOfMass.y = -1.5;
	// Call the function to determine the array of waypoints. This sets up the array of points by finding
	// transform components inside of a source container.

function Update () {
	// This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
	// but it's easy, and it doesn't interfere with the physics processing.
	rigidbody.drag = rigidbody.velocity.magnitude / 250;
	// Call the funtion to determine the desired input values for the car. This essentially steers and
	// applies gas to the engine.
	// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
	EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];

	// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
	// up to twice it's pitch, where it will suddenly drop when it switches gears.
	audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
	// this line is just to ensure that the pitch does not reach a value higher than is desired.
	if ( audio.pitch > 2.0 ) {
		audio.pitch = 2.0;
	// finally, apply the values to the wheels.	The torque applied is divided by the current gear, and
	// multiplied by the calculated AI input variable.
	FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * inputTorque;
	FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * inputTorque;
	// the steer angle is an arbitrary value multiplied by the calculated AI input.
	FrontLeftWheel.steerAngle = 10 * inputSteer;
	FrontRightWheel.steerAngle = 10 * inputSteer;

function ShiftGears() {
	// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
	// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
	if ( EngineRPM >= MaxEngineRPM ) {
		var AppropriateGear : int = CurrentGear;
		for ( var i = 0; i < GearRatio.length; i ++ ) {
			if ( FrontLeftWheel.rpm * GearRatio *< MaxEngineRPM ) {*
  •  		AppropriateGear = i;*
  •  		break;*
  •  	}*
  •  }*
  •  CurrentGear = AppropriateGear;*
  • }*

  • if ( EngineRPM <= MinEngineRPM ) {*

  •  AppropriateGear = CurrentGear;*
  •  for ( var j = GearRatio.length-1; j >= 0; j -- ) {*

_ if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {_

  •  		AppropriateGear = j;*
  •  		break;*
  •  	}*
  •  }*
  •  CurrentGear = AppropriateGear;*
  • }*

function GetWaypoints () {

  • // Now, this function basically takes the container object for the waypoints, then finds all of the transforms in it,*

  • // once it has the transforms, it checks to make sure it’s not the container, and adds them to the array of waypoints.*

  • var potentialWaypoints : Array = waypointContainer.GetComponentsInChildren( Transform );*

  • waypoints = new Array();*

  • for ( var potentialWaypoint : Transform in potentialWaypoints ) {*

  •  if ( potentialWaypoint != waypointContainer.transform ) {*
  •  	waypoints[ waypoints.length ] = potentialWaypoint;*
  •  }*
  • }*

function NavigateTowardsWaypoint () {

  • // now we just find the relative position of the waypoint from the car transform,*

  • // that way we can determine how far to the left and right the waypoint is.*

  • var RelativeWaypointPosition : Vector3 = transform.InverseTransformPoint( Vector3(*

  •  										waypoints[currentWaypoint].position.x,* 
  •  										transform.position.y,* 
  •  										waypoints[currentWaypoint].position.z ) );*
  • // by dividing the horizontal position by the magnitude, we get a decimal percentage of the turn angle that we can use to drive the wheels*

  • inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;*

  • // now we do the same for torque, but make sure that it doesn’t apply any engine torque when going around a sharp turn…*

  • if ( Mathf.Abs( inputSteer ) < 0.5 ) {*

  •  inputTorque = RelativeWaypointPosition.z / RelativeWaypointPosition.magnitude - Mathf.Abs( inputSteer );*
  • }else{*

  •  inputTorque = 0.0;*
  • }*

  • // this just checks if the car’s position is near enough to a waypoint to count as passing it, if it is, then change the target waypoint to the*

  • // next in the list.*

  • if ( RelativeWaypointPosition.magnitude < 20 ) {*

  •  currentWaypoint ++;*
  •  if ( currentWaypoint >= waypoints.length ) {*
  •  	currentWaypoint = 0;*
  •  }*
  • }*


First the script you’ve posted is written in C# but the error line says “AICar_Script.js” which is a UnityScript file. Also class and script file name have to match. As last thing i will not search for the line 98 in this script without a script editor that shows me the linenumber… It actually seems that the script you’ve posted has nothing to do with the error you get.

Wow, so many things…

  1. Java and Javascript are two very different languages. (Being a Java “noob” has nothing to do with Unity Javascript really)
  2. The above is not Java… even though it uses void instead of function.
  3. Unity Javascript has nothing to do with “real” Javascript.
  4. If you go into jsconf with the brilliant idea of trying to teach these people how to make games with Unity Javascript, the Javascript purists will - literally - PK you on their social network.
  5. #pragma strict is just for Unity Javascript.

The error you got is actually kind of related to pragma script in that it might be a type casting issue. Instead of referencing waypoints directly, you might try explicitly declaring it as a Transform. Add in this line somewhere before declaring RelativeWaypointPosition:

Transform wp = waypoints[currentWaypoint] as Transform;

And replace:

Vector3 RelativeWaypointPosition = transform.InverseTransformPoint( new Vector3( wp.position.x, transform.position.y, wp.position.z ) );


Vector3 RelativeWaypointPosition = transform.InverseTransformPoint( new Vector3( waypoints[currentWaypoint].position.x, transform.position.y, waypoints[currentWaypoint].position.z ) );

Note: I didn’t paste this into an editor to find line 98. I just searched for position, and that seemed to be one of few references.

Your problem is that you’re using Array. Never use Array; it’s bad at everything and it gets you problems like these. You might think I’m kidding, but there’s literally no reason to ever use Array.

THe specific problem you’re getting is that Array only stores Objects, and pragma strict forbids you from assuming an Object is something other than an Object. If you want to stick with Array just to get this working, you can do this instead of waypoints[index].position:

(waypoints[index] as Transform).position

In the future when you need an array, I’d highly recommend array or List; they both perform better than Array and you’ll never get type mismatches unless you actually have an error. :slight_smile:

To use List, you need to include “import System.Collections.Generic” at the top of the script. You can find the specification for List on MSDN (just google “MSDN List”); it has just about the same functionality as Array.

var waypoints : List.<Transform> = new List.<Transform>();
waypoints.Add( aTransform );


var waypoints : Transform[] = new Transform[numberYouNeed];
waypoints[0] = aTransform;