AudioClips & Unexpected Symbol

Hey guys! I have controller script working pretty well… But I want to add audioclips in my game… I’m not pro programmer, so I downloaded the 2D Controller by Unity to learn how to add audioclips… But I have this error:

Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs(104,35): error CS1525: Unexpected symbol `int’

    public AudioClip[] taunts;
    public AudioClip[] jumpClips;
    public float tauntProbability = 50f;
    public float tauntDelay = 1f;
    private int tauntIndex;

    private void Awake()
    {
        // Setting up references.
        m_GroundCheck = transform.Find("GroundCheck");
        m_CeilingCheck = transform.Find("CeilingCheck");
        m_Anim = GetComponent<Animator>();
        m_Rigidbody2D = GetComponent<Rigidbody2D>();
    }

    private void FixedUpdate()
    {
        m_Grounded = false;

        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders*.gameObject != gameObject)*

m_Grounded = true;
}
m_Anim.SetBool(“Ground”, m_Grounded);
// Set the vertical animation
m_Anim.SetFloat(“vSpeed”, m_Rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool(“Crouch”))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
// Set whether or not the character is crouching in the animator
m_Anim.SetBool(“Crouch”, crouch);
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? movem_CrouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat(“Speed”, Mathf.Abs(move));
// Move the character
m_Rigidbody2D.velocity = new Vector2(movem_MaxSpeed, m_Rigidbody2D.velocity.y);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
{
// … flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
{
// … flip the player.
Flip();
}
}
// If the player should jump…
if (m_Grounded && jump && m_Anim.GetBool(“Ground”))
{
// Add a vertical force to the player.

  •   		anim.SetTrigger("jump")*
    

> int i = Random.Range(0, jumpClips.Length);
_ AudioSource.PlayClipAtPoint(jumpClips*, transform.position);*_
m_Grounded = false;
m_Anim.SetBool(“Ground”, false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));

* // Make sure the player can’t jump again until the jump conditions from Update are satisfied.*
* jump = false;*

}
}

Line 80 in your post:

anim.SetTrigger("jump")

You’re missing a semi-colon which would terminate the method invocation, but since it’s not there it reads the next line where you define ‘int i’, go put a semi-colon in there.