Code error pls help !!

hello i’m doing a tutorial game of space shooter and that’s the code , i have 4 error can you pls help me out to find out the code is exactly as the tutorial ,


using UnityEngine;
using System.Collections;
[System.Serializable]
public class Boundary

{
public float xmin,xmax,zmin,zmax;
}

public class PlayerController : MonoBehaviour

{
public float speed;
public float tilt;
public Boundary boundary;
public GameObject Shot;
public Transform ShotSpawn;
public float FireRate;
private float nextfire;
void update()
{
if (Input.getbutton(“fire1”) && Time.time > next.fire)

		next.fire=Time.time+FireRate;
		//gameobject clone 
		Instantiate(Shot,ShotSpawn.position,ShotSpawn.rotation);//as GameObject;

   }
}
		

void FixedUpdate() 
	{
		float moveHorizontal =Input.GetAxis("Horizontal");
		float moveVertical =Input.GetAxis("Vertical");

	Vector3 movement = new Vector3(moveHorizontal,0.0f,moveVertical);
	GetComponent<Rigidbody>().velocity= movement * speed;

	GetComponent<Rigidbody>().position = new Vector3 
		(
			Mathf.Clamp (GetComponent<Rigidbody>().position.x,boundary.xmin,boundary.xmax),
	                                  
			0.0f,
	                                  
			Mathf.Clamp (GetComponent<Rigidbody>().position.z,boundary.zmin,boundary.zmax)
	     );

	GetComponent<Rigidbody>().rotation = Quaternion.Euler(0.0f,0.0f,GetComponent<Rigidbody>().velocity.x*-tilt); 

	}

errors

Assets/Scripts/PlayerController.cs(54,1): error CS8025: Parsing error

Assets/Scripts/PlayerController.cs(33,14): error CS0116: A namespace can only contain types and namespace declarations

I don’t even know where too start.
The error you got was because FixedUpdate() is outside of class (as the error says)
" update() " should be called " Update() "
You have a float " nextfire " and you trying to reference it as " next.fire "
" getbutton " should be " GetButton "
" fire1 " should be " Fire1 " (unless you changed it in Input Manager then Sorry and ignore this)

using UnityEngine; 
using System.Collections; 
[System.Serializable] 
public class Boundary
	
{ 
	public float xmin,xmax,zmin,zmax; 
}

public class PlayerController : MonoBehaviour
	
{ 
	public float speed; 
	public float tilt; 
	public Boundary boundary; 
	public GameObject Shot; 
	public Transform ShotSpawn; 
	public float FireRate; 
	private float nextfire; 

	void Update() { 
		if (Input.GetButton("fire1") && Time.time > nextfire)
		nextfire=Time.time+FireRate;
		//gameobject clone 
		Instantiate(Shot,ShotSpawn.position,ShotSpawn.rotation);//as GameObject;
		
	}
	void FixedUpdate() {
		float moveHorizontal =Input.GetAxis("Horizontal");
		float moveVertical =Input.GetAxis("Vertical");
	
		Vector3 movement = new Vector3(moveHorizontal,0.0f,moveVertical);
		GetComponent<Rigidbody>().velocity= movement * speed;
	
		GetComponent<Rigidbody>().position = new Vector3 
			(
			Mathf.Clamp (GetComponent<Rigidbody>().position.x,boundary.xmin,boundary.xmax),
			
			0.0f,
			
			Mathf.Clamp (GetComponent<Rigidbody>().position.z,boundary.zmin,boundary.zmax)
			);	
		GetComponent<Rigidbody>().rotation = Quaternion.Euler(0.0f,0.0f,GetComponent<Rigidbody>().velocity.x*-tilt); 
	}
}

Resolved , but the shots stays in the spawn position and don’t go forward the Z axis , can some1 explain me why?

Here the code , using UnityEngine;
using System.Collections;

[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}

public class PlayerController : MonoBehaviour
{

public float speed;
public float tilt;
public Boundary boundary;

public GameObject shot;
public GameObject shotSpawn; 
public float fireRate;

private float nextFire; 

void Update () 
{
	if (Input.GetButton("Fire1") && Time.time > nextFire) 
	{
		shot = Instantiate(shot) as GameObject;
		nextFire = Time.time + fireRate;
		//GameObject clone = 
		shot.transform.position = shotSpawn.transform.position;

	}
}
void FixedUpdate ()
{

	float moveHorizontal = Input.GetAxis ("Horizontal");
	float moveVertical = Input.GetAxis ("Vertical");

	Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
	GetComponent<Rigidbody>().velocity = movement * speed;

	GetComponent<Rigidbody>().position = new Vector3
		(
			Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
			);
	GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
}

}

and this is the Bullet code script

using UnityEngine;
using System.Collections;

public class Mover : MonoBehaviour

 {
   public float speed;
   void Start () 
{

	GetComponent<Rigidbody>().velocity = transform.forward*speed;
 

}

}