Class, struct, or interface method must have a return type

It claims to be on this line of code:

UnregisterSFSSceneCallbacks();

Here’s the whole code:

    using UnityEngine;
using System;
using System.Collections;         // for using hash tables
using System.Security.Permissions;  // for getting the socket policy
using SmartFoxClientAPI;            // to setup SmartFox connection
using SmartFoxClientAPI.Data;      // necessary to access the room resource

public class gui_Login : MonoBehaviour {
    
    // smartFox variables
    private SmartFoxClient smartFox;
    private string serverIP = "127.0.0.1";
    private int serverPort = 9339;        // default = 9339
    public string zone = "city";
    public bool debug = true;
    
    // variables used in script
    private string statusMessage = "";
    private string username = "";
    
    void Awake() {
        Application.runInBackground = true;     // Let the application be running while the window is not active.

        // Create SmartFox connection if not already available
        if ( SmartFox.IsInitialized() ) {
            Debug.Log("SmartFox is already initialized, reusing connection");
            smartFox = SmartFox.Connection;
        } else {
            if( Application.platform == RuntimePlatform.WindowsWebPlayer ) {
              // Only set this for the webplayer, it breaks pc standalone
                // See http://answers.unity3d.com/questions/25122/ for details
                Security.PrefetchSocketPolicy(serverIP, serverPort);
            }
            try {
                Debug.Log("Starting new SmartFoxClient");
                smartFox = new SmartFoxClient(debug);
                smartFox.runInQueueMode = true;
            } catch ( Exception e ) {
                Debug.Log(e.ToString());
            }
        }
    
        // Register callback delegates, before callling Connect()
        SFSEvent.onConnection += OnConnection;
        SFSEvent.onConnectionLost += OnConnectionLost;
        SFSEvent.onLogin += OnLogin;
        SFSEvent.onRoomListUpdate += OnRoomList;
        SFSEvent.onDebugMessage += OnDebugMessage;
        //SFSEvent.onJoinRoom += OnJoinRoom;        // We will not join a room in this level

        Debug.Log("Attempting to connect to SmartFoxServer");
        smartFox.Connect(serverIP, serverPort);  
    }
    
    void FixedUpdate() {
        smartFox.ProcessEventQueue();
    }

    void OnGUI() {
        
        // server IP in bottom left corner
        GUI.Label(new Rect(10, Screen.height-25, 200, 24), "Server: " + serverIP);
        
        // quit button in bottom right corner
        if ( Application.platform != RuntimePlatform.WindowsWebPlayer ) {         
            if ( GUI.Button(new Rect(Screen.width-150, Screen.height - 50, 100, 24), "Quit") ) {
                smartFox.Disconnect();
                UnregisterSFSSceneCallbacks();
                Application.Quit();
            }
        }

        // Show login fields if connected and reconnect button if disconnect
        if (smartFox.IsConnected()) {
            GUI.Label(new Rect(10, 116, 100, 100), "Username: ");
            username = GUI.TextField(new Rect(100, 116, 200, 20), username, 25);
            if ( GUI.Button(new Rect(100, 166, 100, 24), "Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '

')) {
smartFox.Login(zone, username, “”);
}
} else {
if ( GUI.Button(new Rect(100, 166, 100, 24), “Reconnect”) || (Event.current.type == EventType.keyDown && Event.current.character == ’
')) {
Application.LoadLevel(“sc_City”);
}
}

        // Draw box for status messages, if one is given
        // Contains some logic to parse message of multiple lines if necessary
        if (statusMessage.Length > 0)
        {
            int boxLength = 61;       // define length of status box
            int messageLength = statusMessage.Length;   // get length of status message
            string originalMessage = statusMessage;  // copy message in to work string
            string formattedMessage = "";            // define output message string
            int i = 0;
            while (i + boxLength < messageLength)      // iterate and add newline until over length
            {
                formattedMessage = formattedMessage + originalMessage.Substring(i,boxLength) + "

";
i = i + boxLength;
}
// add last piece of original message
formattedMessage = formattedMessage + originalMessage.Substring(i, boxLength - (i + boxLength - messageLength));
// draw status box with message
GUI.Box (new Rect (Screen.width - 420,10,400,48), formattedMessage);
}

    }

    private void UnregisterSFSSceneCallbacks() {
        // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
        SFSEvent.onConnection -= OnConnection;
        SFSEvent.onConnectionLost -= OnConnectionLost;
        SFSEvent.onLogin -= OnLogin;
        SFSEvent.onRoomListUpdate -= OnRoomList;
        SFSEvent.onDebugMessage -= OnDebugMessage;
        //SFSEvent.onJoinRoom -= OnJoinRoom;
    }

    void OnConnection(bool success, string error) {
        if ( success ) {
            SmartFox.Connection = smartFox;
            statusMessage = "Connected to SmartFox Server";
            Debug.Log(statusMessage);
        } else {
            statusMessage = "Can't connect! " + error;
            Debug.Log(statusMessage);
        }
    }

    void OnConnectionLost() {
        statusMessage = "Connection lost / no connection to server";
    }

    public void OnDebugMessage(string message) {
        Debug.Log("[SFS DEBUG] " + message);
    }

    public void OnLogin(bool success, string name, string error) {
        if ( success ) {
            statusMessage = "Login for user \"" + name +  "\" successful.";
            // Lets wait for the room list
        } else {
            // Login failed - lets display the error message sent to us
            statusMessage = "Login error: " + error;
        }
    }

/*  
    // We will not join a room in this level, the NetworkController in the next scene will take care of that
    void OnJoinRoom(Room room)
    {
        Debug.Log("Room " + room.GetName() + " joined successfully");
        smartFox.SendPublicMessage(smartFox.myUserName + " has joined");
        // We can now move on to the next level
        UnregisterSFSSceneCallbacks();
        Application.LoadLevel("sc_City");
    }

/
    
    void OnRoomList(Hashtable roomList) {
        try {
            foreach (int roomId in roomList.Keys)   {          
                Room room = (Room)roomList[roomId];
                if (room.IsPrivate()) {
                    Debug.Log("Room id: " + roomId + " has name: " + room.GetName() + "(private)");
                }
                Debug.Log("Room id: " + roomId + " has name: " + room.GetName());
            }
            // Users always have to be in a room, but we'll do that in the next level
            /*
            if (smartFox.GetActiveRoom() == null) {
                smartFox.JoinRoom("Central Square");
            }*/ 
            UnregisterSFSSceneCallbacks();
            Application.LoadLevel("sc_City");
        }
        catch (Exception e) {
            Debug.Log("Room list error: "+e.Message+" "+e.StackTrace);
        }
    }
}

Do you have that open comment section / random “/” in your actual code??

/*  <-----??
    // We will not join a room in this level, the NetworkController in the next scene will take care of that
    void OnJoinRoom(Room room)
    {
        Debug.Log("Room " + room.GetName() + " joined successfully");
        smartFox.SendPublicMessage(smartFox.myUserName + " has joined");
        // We can now move on to the next level
        UnregisterSFSSceneCallbacks();
        Application.LoadLevel("sc_City");
    }

/  <-----??