Assets/uRTS/scripts/RTSMaster.cs(5,7): error CS0246: The type or namespace name `mobileModeSwitchButtons' could not be found. Are you missing a using directive or an assembly reference?

This is a rather annoying error. I’m rather new to Unity and to trying to create something for android. I’m not entirely sure whats wrong with what i’m doing. At the moment this is the only compiler error I have. Any help is welcome I’ll figure it out. This code is not made by me from scrap it’s from a kit and I’ve just been editing a few things. Credit for most of the code goes to Chanfort the creator of the uRTS kit.
The error is on line 5 with “using mobileModSwitchButtons;” Thanks!

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;
using mobileModeSwitchButtons;


public class RTSMaster : MonoBehaviour {
 
 	public static RTSMaster active;
    
//     public string assetsPath = "Assets/uRTS/prefabs/rtsUnits";
//     public string networkAssetsPath = "Assets/uRTS/prefabs/rtsUnitsNetwork";
    
    public List<GameObject> rtsUnitTypePrefabs = new List<GameObject>();
    public List<GameObject> rtsUnitTypePrefabsNetwork = new List<GameObject>();
    
//     public List<string> rtsUnitName = new List<string>();
//     public List<string> rtsUnitNetworkName = new List<string>();
//     
    public List<List<int>> numberOfUnitTypes = new List<List<int>>();
    public List<List<int>> unitTypeLocking = new List<List<int>>();
    
    public List<List<UnitPars>> unitsListByType = new List<List<UnitPars>>();
    
    
    
//     [HideInInspector] public List<ResourcesCollection> resourcesCollection = new List<ResourcesCollection>();
//     [HideInInspector] public List<GameObject> nationCenters = new List<GameObject>();
    [HideInInspector] public List<NationPars> nationPars = new List<NationPars>();
//     [HideInInspector] public List<NationAI> nationAIs = new List<NationAI>();
//     [HideInInspector] public List<BattleAI> battleAIs = new List<BattleAI>();
//     [HideInInspector] public List<WandererAI> wandererAIs = new List<WandererAI>();
    
    
    [HideInInspector] public List<UnitPars> allUnits = new List<UnitPars>();
    public KDTree allUnitsKD;
    [HideInInspector] public float allUnitsKD_buildTime = 0f;
    
    public bool isMultiplayer = false;
    [HideInInspector] public RTSMultiplayer rtsCameraNetwork;
    
    public GameObject buildingFirePrefab;
    [HideInInspector] public bool useAStar = false;
    internal object mobileModeSwitchButtons;

    void Awake () {
		active = this;
	
		numberOfUnitTypes = new List<List<int>>();
		unitTypeLocking = new List<List<int>>();
	
	
		for(int i=0;i<rtsUnitTypePrefabs.Count;i++){
			unitsListByType.Add(new List<UnitPars>());
		}
	
	}
	
	
	public void ExpandLists(){
		numberOfUnitTypes.Add(new List<int>());
		unitTypeLocking.Add(new List<int>());
		
		int i=numberOfUnitTypes.Count-1;
		
		for(int j=0;j<rtsUnitTypePrefabs.Count;j++){
			numberOfUnitTypes*.Add(0);*

_ unitTypeLocking*.Add(0);_
_
}_
_
}*_

* public void RemoveNation(int natId){*
* numberOfUnitTypes.RemoveAt(natId);*
* unitTypeLocking.RemoveAt(natId);*

* GameObject go = nationPars[natId].gameObject;*

* nationPars.RemoveAt(natId);*
// nationAIs.RemoveAt(natId);
// battleAIs.RemoveAt(natId);
// wandererAIs.RemoveAt(natId);
// resourcesCollection.RemoveAt(natId);

// GameObject go = nationCenters[natId];
// nationCenters.RemoveAt(natId);
* Destroy(go);*
* }*

* public void DestroyUnit(UnitPars goPars){*
* if(goPars.gameObject.GetComponent() == null){*
* DestroyUnitInner(goPars);*
* }*
* else{*
* rtsCameraNetwork.Cmd_DestroyUnit(goPars.gameObject);
_
}_
_
}*_

* public void DestroyUnitInner(UnitPars goPars){*
* UnsetUnit(goPars);*
* StartCoroutine(DestroyUnitCor(goPars.gameObject));*
* }*

* public void UnsetUnit(UnitPars goPars){*
* if(goPars.thisUA != null){*
* UnitAnimation spL = goPars.thisUA;*
* spL.unsetSprite();*
* PSpriteLoader.active.RemoveAnimation(goPars.thisUA);*
* }*

* BattleSystem.active.RemoveUnitFromBS(goPars);*
* SelectionManager.active.DeselectObject(goPars);*
* if(goPars.nation < nationPars.Count){*
* nationPars[goPars.nation].nationAI.UnsetUnit(goPars);*
* nationPars[goPars.nation].resourcesCollection.RemoveFromResourcesCollection(goPars);*
* nationPars[goPars.nation].wandererAI.RemoveUnit(goPars);*
* }*
// if(goPars.nation < wandererAIs.Count){
// wandererAIs[goPars.nation].RemoveUnit(goPars);
// }
// if(goPars.nation < resourcesCollection.Count){
// resourcesCollection[goPars.nation].RemoveFromResourcesCollection(goPars);
// }
* unitsListByType[goPars.rtsUnitId].Remove(goPars);*
* UnitsMover.active.CompleteMovent(goPars);*
* if(goPars.nation < numberOfUnitTypes.Count){*
* numberOfUnitTypes[goPars.nation][goPars.rtsUnitId] = numberOfUnitTypes[goPars.nation][goPars.rtsUnitId] - 1;*
* }*
* UnitsGrouping.active.RemoveUnitFromGroup(goPars);*
* Formations.active.RemoveUnitFromFormation(goPars);*
* }*

* IEnumerator DestroyUnitCor(GameObject go){*
* go.SetActive(false);*
* yield return new WaitForSeconds(1f);*
* if(go != null){*
* Destroy(go);*
* }*
* }*

* public void StartCoroutines(){*
* BattleSystem.active.StartCoroutines();*
* Economy.active.StartCoroutines();*
* }*
* public void StopCoroutines(){*
* BattleSystem.active.StopCoroutines();*
* Economy.active.StopCoroutines();*
* }*

* public List GetTypesCount(List ups){*
* List types = new List();*
* for(int i=0;i<rtsUnitTypePrefabs.Count;i++){*
* types.Add(0);*
* }*
* for(int i=0;i<ups.Count;i++){*
_ int tp = ups*.rtsUnitId;
types[tp] = types[tp]+1;
}
return types;
}*_

* public static RTSMaster GetActive(){*
* if(RTSMaster.active == null){*
* RTSMaster.active = UnityEngine.Object.FindObjectOfType();*
* }*

* return RTSMaster.active;*
* }*

* public void GetPlayerCameraNetwork(){*
* RTSMultiplayer[] allObjects = Object.FindObjectsOfType();*
* foreach(RTSMultiplayer obj in allObjects){*
* if(obj.gameObject.GetComponent().isLocalPlayer){*
* rtsCameraNetwork = obj;*
* }*
* }*
* }*

* public NationPars GetNationPars(string natName){*
* for(int i=0; i<nationPars.Count; i++){*
_ if(nationPars*.GetNationName() == natName){
return nationPars;
}
}
return null;
}
// public void SetNationPars(NationPars np){
// if(nationPars == null){
// nationPars = new List();
// }
// nationPars.Add(np);
// }*_

* public void SwitchPrefabsToUnityNavMesh(){*
#if UNITY_EDITOR
_ for(int i=0; i<rtsUnitTypePrefabs.Count; i++){

AgentAstarUnitySwitcher.SwitchPrefabToUnityNavMesh(rtsUnitTypePrefabs*);
}
for(int i=0; i<rtsUnitTypePrefabsNetwork.Count; i++){
AgentAstarUnitySwitcher.SwitchPrefabToUnityNavMesh(rtsUnitTypePrefabsNetwork);
}
UnityEditor.AssetDatabase.Refresh();
#endif
}*_

* public void SwitchPrefabsToAStar(){*
#if UNITY_EDITOR
_ for(int i=0; i<rtsUnitTypePrefabs.Count; i++){

AgentAstarUnitySwitcher.SwitchPrefabToAStar(rtsUnitTypePrefabs*);
}
for(int i=0; i<rtsUnitTypePrefabsNetwork.Count; i++){
AgentAstarUnitySwitcher.SwitchPrefabToAStar(rtsUnitTypePrefabsNetwork);
}
UnityEditor.AssetDatabase.Refresh();
#endif
}*_

}

Do you have a class in the namespace “mobileModeSwitchButtons”?

Meaning is there a class defined such as:

using System;
/// etc

namespace mobileModeSwitchButtons
{
    public class SomeCLassName
    {
        // fields, methods, properties
    }
}

If you don’t have a namespace called “mobileModeSwitchButtons” then remove the using statement, you also have a variable called “mobileModeSwitchButtons”, did you make a mistake? If you’re trying to use another namespace(that contains code/classes/etc) then make sure you’re spelling it correctly, if not and it doesn’t exist, remove it(the using statement line).