Bootcamp Android - SmoothFollow.js(31,9): BCE0005: Unknown identifier: 'wantedRotationAngle

I am trying to compile the bootcamp example project to run it on Android however am faced with a list of errors.

I wonder if there is a ready made version of bootcamp or anything like it for Android that I can play with?

Or how I would go about fixing up Bootcamp to run on Android, the errors are:

can't use image filters (npot-RT are not supported or RT are disabled completely)
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(31,9): BCE0005: Unknown identifier: 'wantedRotationAngle'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(32,9): BCE0005: Unknown identifier: 'wantedHeight'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(34,9): BCE0005: Unknown identifier: 'currentRotationAngle'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(35,9): BCE0005: Unknown identifier: 'currentHeight'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(38,9): BCE0005: Unknown identifier: 'currentRotationAngle'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(41,9): BCE0005: Unknown identifier: 'currentHeight'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(44,9): BCE0005: Unknown identifier: 'currentRotation'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(49,31): BCE0005: Unknown identifier: 'currentRotation'.
Assets/Standard Assets/Camera Scripts/SmoothFollow.js(52,32): BCE0005: Unknown identifier: 'currentHeight'.
Assets/Standard Assets/Scripts/DragRigidbody.js(29,17): BCE0005: Unknown identifier: 'body'.
Assets/Standard Assets/Scripts/DragRigidbody.js(31,17): BCE0005: Unknown identifier: 'body'.
Assets/Standard Assets/Scripts/FPSWalker.js(13,9): BCE0005: Unknown identifier: 'moveDirection'.
Assets/Standard Assets/Scripts/FPSWalker.js(14,9): BCE0005: Unknown identifier: 'moveDirection'.
Assets/Standard Assets/Scripts/FPSWalker.js(15,9): BCE0005: Unknown identifier: 'moveDirection'.
Assets/Standard Assets/Scripts/FPSWalker.js(16,25): BCE0005: Unknown identifier: 'moveDirection'.

The SmoothFollow.js is:

This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we 
var heightDamping = 2.0;
var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu("Camera-Control/Smooth Follow")

function Update () {
	// Early out if we don't have a target
	if (!target)
	// Calculate the current rotation angles
	wantedRotationAngle = target.eulerAngles.y;
	wantedHeight = target.position.y + height;
	currentRotationAngle = transform.eulerAngles.y;
	currentHeight = transform.position.y;
	// Damp the rotation around the y-axis
	currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

	// Damp the height
	currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

	// Convert the angle into a rotation
	currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
	// Set the position of the camera on the x-z plane to:
	// distance meters behind the target
	transform.position = target.position;
	transform.position -= currentRotation * Vector3.forward * distance;

	// Set the height of the camera
	transform.position.y = currentHeight;
	// Always look at the target
	transform.LookAt (target);

Looks like a pretty easy fix for me. Just some missing variables, just add a couple of floats and rotations (whatever it is that’s missing) (with explicit type declaration)
Make sure you observe what’s being returned to identify the data types of the variables. ex Quaternion.Euler returns a Quaternion so currentRotation is of type Quaternion etc

var wantedHeight : float;
var currentHeight : float;
var wantedRotationAngle : float;
var currentRotationAngle : float;
var currentRotation : Quaternion;
... do the same for all the missing ones

And then do the same for the other scripts, I guess the same fix should also work for them.
It’s strange though, not sure why it would have missing variables, are you sure that’s brand new import and not a modified one?