Converting from JS to C#. Only 3 errors

Hi all,
I have a background in C, C++ and C# so when i decided to start learning unity it was the obvious language of choice.

I have decided to use the FPS controller that comes with unity but wanted to understand it more and modify and extend it. Its written in JS so I have converted it into C#. I know the basic differences in syntax between the two and I think i have converted it successfully with only three errors in code im not familiar with.

The errors.

Assets/FPS C#/CharacterMotor.cs(506,49): error CS1525: Unexpected symbol `(', expecting `)', `,', `;', `[', or `='

Assets/FPS C#/CharacterMotor.cs(507,49): error CS1525: Unexpected symbol `(', expecting `)', `,', `;', `[', or `='

Assets/FPS C#/CharacterMotor.cs(509,39): error CS1525: Unexpected symbol `1'

The function the errors point to is below.

private void SubtractNewPlatformVelocity () {
	// When landing, subtract the velocity of the new ground from the character's velocity
	// since movement in ground is relative to the movement of the ground.
	if (movingPlatform.enabled 
		(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
		movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
	) {
		// If we landed on a new platform, we have to wait for two FixedUpdates
		// before we know the velocity of the platform under the character
		if (movingPlatform.newPlatform) {
			Transform platform = movingPlatform.activePlatform;
			yield WaitForFixedUpdate();
			yield WaitForFixedUpdate();
			if (grounded  platform == movingPlatform.activePlatform)
				yield 1;
		}
		movement.velocity -= movingPlatform.platformVelocity;
	}
}

The errors are pointing to these lines specifically

yield WaitForFixedUpdate();

yield WaitForFixedUpdate();
			
if (grounded  platform == movingPlatform.activePlatform)
yield 1;

Could some one please let me know what I’m missing from the this section. Remember JS to C#.
If you need the whole script (all 600 lines of it) let me know and ill post it.

Thanks in advance much appreciated.

WaitForFixedUpdate is a class

You need

“yield return new WaitForFixedUpdate();”

If you are using a method as a coroutine you need to define the method as returning IEnumerator. Also yield statements must be “yield return”. So you need to change your method to be returning IEnumerator and change the three yield lines to :

                yield return new WaitForFixedUpdate();
                yield return new WaitForFixedUpdate();

                yield return 1;

Thanks guys that fixed those errors.

Any idea about these ones?

Assets/FPS C#/CharacterMotor.cs(188,35): error CS0119: Expression denotes a `type', where a `variable', `value' or `method group' was expected


Assets/FPS C#/CharacterMotor.cs(188,22): error CS1502: The best overloaded method match for `UnityEngine.Component.GetComponent(System.Type)' has some invalid arguments


Assets/FPS C#/CharacterMotor.cs(188,22): error CS1503: Argument `#1' cannot convert `object' expression to type `System.Type'


Assets/FPS C#/CharacterMotor.cs(312,74): error CS0019: Operator `*' cannot be applied to operands of type `UnityEngine.Vector3' and `double'

Pointing to this section of code.

public void Start () {
	controller = GetComponent(CharacterController);
	tr = transform;
}

Thanks

GetComponent() or GetComponent(typeof(CharacterController))

Thanks much appreciated.

I have one more at the moment that I cant for the life of me figure out whats happening.

The error

Assets/FPS C#/CharacterMotor.cs(312,74): error CS0019: Operator `*' cannot be applied to operands of type `UnityEngine.Vector3' and `double'

In this code line.

movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);

C# implicitly treads “decimal” numbers as doubles (64bits) and not singles (32bits)

Change

(controller.center.y - controller.height*0.5 + controller.radius

to

(controller.center.y - controller.height*0.5f + controller.radius

Note the “f” after 0.5. All your decimal numbers should have the f suffix.

Sorry i found the error i think.

I had function returning a Vector3 in the declaration but never returned a value. I changed it to void

Your function does not return a vector at any point.

Change it to

private void UpdateFunction

I now have no errors (Finally)!!! thanks for the help.

For each class that holds variable for movement, jumping ect each variable can be selected altered in the inspector, however for the c# version you can’t change them.

I think it has something to do with how im declaring the classes in c#.

For example
JS:

class CharacterMotorMovement {

is changed to

C#:

public class CharacterMotorMovement : MonoBehaviour{

Is this correct for seeing variables in the inspector?

Im not sure if its set up correctly. The entire code!.. I ont get any errors.

using UnityEngine;
using System.Collections;

// Require a character controller to be attached to the same game object
[RequireComponent (typeof (CharacterController))]
[AddComponentMenu ("Character/Character Motor")]

public class CharacterMotor : MonoBehaviour {

//#pragma strict
//#pragma implicit
//#pragma downcast

// Does this script currently respond to input?
public bool canControl = true;

public bool useFixedUpdate = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = new Vector3(0,0,0);

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;

public class CharacterMotorMovement : MonoBehaviour{
	// The maximum horizontal speed when moving
	public float maxForwardSpeed = 10.0f;
	public float maxSidewaysSpeed = 10.0f;
	public float maxBackwardsSpeed = 10.0f;
	
	// Curve for multiplying speed based on slope (negative = downwards)
	public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
	
	// How fast does the character change speeds?  Higher is faster.
	public float maxGroundAcceleration = 30.0f;
	public float maxAirAcceleration = 20.0f;

	// The gravity for the character
	public float gravity = 10.0f;
	public float maxFallSpeed  = 20.0f;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// The last collision flags returned from controller.Move
	[System.NonSerialized]
	public CollisionFlags collisionFlags;

	// We will keep track of the character's current velocity,
	[System.NonSerialized]
	public Vector3 velocity;
	
	// This keeps track of our current velocity while we're not grounded
	[System.NonSerialized]
	public Vector3 frameVelocity = new Vector3(0,0,0);
	
	[System.NonSerialized]
	public Vector3 hitPoint = new Vector3(0,0,0);
	
	[System.NonSerialized]
	public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
}

public CharacterMotorMovement movement = new CharacterMotorMovement();

public enum MovementTransferOnJump {
	None, // The jump is not affected by velocity of floor at all.
	InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
	PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
	PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
public class CharacterMotorJumping : MonoBehaviour {
	// Can the character jump?
	public bool enabled = true;

	// How high do we jump when pressing jump and letting go immediately
	public float baseHeight = 1.0f;
	
	// We add extraHeight units (meters) on top when holding the button down longer while jumping
	public float extraHeight = 4.1f;
	
	// How much does the character jump out perpendicular to the surface on walkable surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	public float perpAmount = 0.0f;
	
	// How much does the character jump out perpendicular to the surface on too steep surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	public float steepPerpAmount = 0.5f;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// Are we jumping? (Initiated with jump button and not grounded yet)
	// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
	[System.NonSerialized]
	public bool jumping = false;
	
	[System.NonSerialized]
	public bool holdingJumpButton = false;

	// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
	[System.NonSerialized]
	public float lastStartTime = 0.0f;
	
	[System.NonSerialized]
	public float lastButtonDownTime = -100f;
	
	[System.NonSerialized]
	public Vector3 jumpDir = Vector3.up;
}

public CharacterMotorJumping jumping = new CharacterMotorJumping();

public class CharacterMotorMovingPlatform : MonoBehaviour {
	public bool enabled = true;
	
	public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
	
	[System.NonSerialized]
	public Transform hitPlatform;
	
	[System.NonSerialized]
	public Transform activePlatform;
	
	[System.NonSerialized]
	public Vector3 activeLocalPoint;
	
	[System.NonSerialized]
	public Vector3 activeGlobalPoint;
	
	[System.NonSerialized]
	public Quaternion activeLocalRotation;
	
	[System.NonSerialized]
	public Quaternion activeGlobalRotation;
	
	[System.NonSerialized]
	public Matrix4x4 lastMatrix;
	
	[System.NonSerialized]
	public Vector3 platformVelocity;
	
	[System.NonSerialized]
	public bool newPlatform;
}

public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();

public class CharacterMotorSliding : MonoBehaviour {
	// Does the character slide on too steep surfaces?
	public bool enabled = true;
	
	// How fast does the character slide on steep surfaces?
	public float slidingSpeed = 15;
	
	// How much can the player control the sliding direction?
	// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
	public float sidewaysControl = 1.0f;
	
	// How much can the player influence the sliding speed?
	// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
	public float speedControl = 0.4f;
}

public CharacterMotorSliding sliding = new CharacterMotorSliding();

[System.NonSerialized]
public bool grounded = true;

[System.NonSerialized]
public Vector3 groundNormal = Vector3.zero;

private Vector3 lastGroundNormal = Vector3.zero;

private Transform tr;

private CharacterController controller;


public void Start () {
	controller = GetComponent<CharacterController>();
	tr = transform;
}
	
// CHANGED FROM VOID TO VECTOR3	
private void UpdateFunction () {
	// We copy the actual velocity into a temporary variable that we can manipulate.
	Vector3 velocity = movement.velocity;
	
	// Update velocity based on input
	velocity = ApplyInputVelocityChange(velocity);
	
	// Apply gravity and jumping force
	velocity = ApplyGravityAndJumping (velocity);
	
	// Moving platform support
	Vector3 moveDistance = new Vector3(0,0,0);
	if (MoveWithPlatform()) {
		Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
		moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
		if (moveDistance != new Vector3(0,0,0))
			controller.Move(moveDistance);
		
		// Support moving platform rotation as well:
        Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
        
        float yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
	        // Prevent rotation of the local up vector
	        tr.Rotate(0, yRotation, 0);
        }
	}
	
	// Save lastPosition for velocity calculation.
	Vector3 lastPosition = tr.position;
	
	// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
	Vector3 currentMovementOffset = velocity * Time.deltaTime;
	
	// Find out how much we need to push towards the ground to avoid loosing grouning
	// when walking down a step or over a sharp change in slope.
	float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
	if (grounded)
		currentMovementOffset -= pushDownOffset * Vector3.up;
	
	// Reset variables that will be set by collision function
	movingPlatform.hitPlatform = null;
	groundNormal = new Vector3(0,0,0);
	
   	// Move our character!
	movement.collisionFlags = controller.Move (currentMovementOffset);
	
	movement.lastHitPoint = movement.hitPoint;
	lastGroundNormal = groundNormal;
	
	if (movingPlatform.enabled  movingPlatform.activePlatform != movingPlatform.hitPlatform) {
		if (movingPlatform.hitPlatform != null) {
			movingPlatform.activePlatform = movingPlatform.hitPlatform;
			movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
			movingPlatform.newPlatform = true;
		}
	}
	
	// Calculate the velocity based on the current and previous position.  
	// This means our velocity will only be the amount the character actually moved as a result of collisions.
	Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
	movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
	Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);
	
	// The CharacterController can be moved in unwanted directions when colliding with things.
	// We want to prevent this from influencing the recorded velocity.
	if (oldHVelocity == Vector3.zero) {
		movement.velocity = new Vector3(0, movement.velocity.y, 0);
	}
	else {
		float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
		movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
	}
	
	if (movement.velocity.y < velocity.y - 0.001f) {
		if (movement.velocity.y < 0) {
			// Something is forcing the CharacterController down faster than it should.
			// Ignore this
			movement.velocity.y = velocity.y;
		}
		else {
			// The upwards movement of the CharacterController has been blocked.
			// This is treated like a ceiling collision - stop further jumping here.
			jumping.holdingJumpButton = false;
		}
	}
	
	// We were grounded but just loosed grounding
	if (grounded  !IsGroundedTest()) {
		grounded = false;
		
		// Apply inertia from platform
		if (movingPlatform.enabled 
			(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
			movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
		) {
			movement.frameVelocity = movingPlatform.platformVelocity;
			movement.velocity += movingPlatform.platformVelocity;
		}
		
		SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
		// We pushed the character down to ensure it would stay on the ground if there was any.
		// But there wasn't so now we cancel the downwards offset to make the fall smoother.
		tr.position += pushDownOffset * Vector3.up;
	}
	// We were not grounded but just landed on something
	else if (!grounded  IsGroundedTest()) {
		grounded = true;
		jumping.jumping = false;
		SubtractNewPlatformVelocity();
		
		SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
	}
	
	// Moving platforms support
	if (MoveWithPlatform()) {
		// Use the center of the lower half sphere of the capsule as reference point.
		// This works best when the character is standing on moving tilting platforms. 
		movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);
		movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
		
		// Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
	}
}

void FixedUpdate () {
	if (movingPlatform.enabled) {
		if (movingPlatform.activePlatform != null) {
			if (!movingPlatform.newPlatform) {
				Vector3 lastVelocity = movingPlatform.platformVelocity;
				
				movingPlatform.platformVelocity = (
					movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
					- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
				) / Time.deltaTime;
			}
			movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
			movingPlatform.newPlatform = false;
		}
		else {
			movingPlatform.platformVelocity = Vector3.zero;	
		}
	}
	
	if (useFixedUpdate)
		UpdateFunction();
}

public void Update () {
	if (!useFixedUpdate)
		UpdateFunction();
}

private Vector3 ApplyInputVelocityChange (Vector3 velocity) {	
	if (!canControl)
		inputMoveDirection = Vector3.zero;
	
	// Find desired velocity
	Vector3 desiredVelocity;
	if (grounded  TooSteep()) {
		// The direction we're sliding in
		desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
		// Find the input movement direction projected onto the sliding direction
		Vector3 projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
		// Add the sliding direction, the spped control, and the sideways control vectors
		desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
		// Multiply with the sliding speed
		desiredVelocity *= sliding.slidingSpeed;
	}
	else
		desiredVelocity = GetDesiredHorizontalVelocity();
	
	if (movingPlatform.enabled  movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
		desiredVelocity += movement.frameVelocity;
		desiredVelocity.y = 0;
	}
	
	if (grounded)
		desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
	else
		velocity.y = 0;
	
	// Enforce max velocity change
	float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
	Vector3 velocityChangeVector = (desiredVelocity - velocity);
	if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
		velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
	}
	// If we're in the air and don't have control, don't apply any velocity change at all.
	// If we're on the ground and don't have control we do apply it - it will correspond to friction.
	if (grounded || canControl)
		velocity += velocityChangeVector;
	
	if (grounded) {
		// When going uphill, the CharacterController will automatically move up by the needed amount.
		// Not moving it upwards manually prevent risk of lifting off from the ground.
		// When going downhill, DO move down manually, as gravity is not enough on steep hills.
		velocity.y = Mathf.Min(velocity.y, 0);
	}
	
	return velocity;
}

private Vector3 ApplyGravityAndJumping (Vector3 velocity) {
	
	if (!inputJump || !canControl) {
		jumping.holdingJumpButton = false;
		jumping.lastButtonDownTime = -100;
	}
	
	if (inputJump  jumping.lastButtonDownTime < 0  canControl)
		jumping.lastButtonDownTime = Time.time;
	
	if (grounded)
		velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
	else {
		velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
		
		// When jumping up we don't apply gravity for some time when the user is holding the jump button.
		// This gives more control over jump height by pressing the button longer.
		if (jumping.jumping  jumping.holdingJumpButton) {
			// Calculate the duration that the extra jump force should have effect.
			// If we're still less than that duration after the jumping time, apply the force.
			if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
				// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
				velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
			}
		}
		
		// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
		velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
	}
		
	if (grounded) {
		// Jump only if the jump button was pressed down in the last 0.2 seconds.
		// We use this check instead of checking if it's pressed down right now
		// because players will often try to jump in the exact moment when hitting the ground after a jump
		// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
		// it's confusing and it feels like the game is buggy.
		if (jumping.enabled  canControl  (Time.time - jumping.lastButtonDownTime < 0.2)) {
			grounded = false;
			jumping.jumping = true;
			jumping.lastStartTime = Time.time;
			jumping.lastButtonDownTime = -100;
			jumping.holdingJumpButton = true;
			
			// Calculate the jumping direction
			if (TooSteep())
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
			else
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
			
			// Apply the jumping force to the velocity. Cancel any vertical velocity first.
			velocity.y = 0;
			velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
			
			// Apply inertia from platform
			if (movingPlatform.enabled 
				(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
				movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
			) {
				movement.frameVelocity = movingPlatform.platformVelocity;
				velocity += movingPlatform.platformVelocity;
			}
			
			SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
		}
		else {
			jumping.holdingJumpButton = false;
		}
	}
	
	return velocity;
}

public void OnControllerColliderHit (ControllerColliderHit hit) {
	if (hit.normal.y > 0  hit.normal.y > groundNormal.y  hit.moveDirection.y < 0) {
		if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
			groundNormal = hit.normal;
		else
			groundNormal = lastGroundNormal;
		
		movingPlatform.hitPlatform = hit.collider.transform;
		movement.hitPoint = hit.point;
		movement.frameVelocity = Vector3.zero;
	}
}

private IEnumerator SubtractNewPlatformVelocity () {
	// When landing, subtract the velocity of the new ground from the character's velocity
	// since movement in ground is relative to the movement of the ground.
	if (movingPlatform.enabled 
		(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
		movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
	) {
		// If we landed on a new platform, we have to wait for two FixedUpdates
		// before we know the velocity of the platform under the character
		if (movingPlatform.newPlatform) {
			Transform platform = movingPlatform.activePlatform;
			yield return new WaitForFixedUpdate();
			yield return new WaitForFixedUpdate();
			if (grounded  platform == movingPlatform.activePlatform)
				yield return 1;
		}
		movement.velocity -= movingPlatform.platformVelocity;
	}
}

private bool MoveWithPlatform (){
	return (
		movingPlatform.enabled
		 (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
		 movingPlatform.activePlatform != null
	);
}

private Vector3 GetDesiredHorizontalVelocity () {
	// Find desired velocity
	Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
	float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
	if (grounded) {
		// Modify max speed on slopes based on slope speed multiplier curve
		float movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
		maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
	}
	return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal){
	Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);
	return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private bool IsGroundedTest () {
	return (groundNormal.y > 0.01);
}

public float GetMaxAcceleration (bool grounded){
	// Maximum acceleration on ground and in air
	if (grounded)
		return movement.maxGroundAcceleration;
	else
		return movement.maxAirAcceleration;
}

public float CalculateJumpVerticalSpeed (float targetJumpHeight) {
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

bool IsJumping () {
	return jumping.jumping;
}

bool IsSliding () {
	return (grounded  sliding.enabled  TooSteep());
}

bool IsTouchingCeiling () {
	return (movement.collisionFlags  CollisionFlags.CollidedAbove) != 0;
}

bool IsGrounded () {
	return grounded;
}

bool TooSteep () {
	return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

Vector3 GetDirection () {
	return inputMoveDirection;
}

void SetControllable (bool controllable) {
	canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
public float MaxSpeedInDirection (Vector3 desiredMovementDirection){
	if (desiredMovementDirection == Vector3.zero)
		return 0;
	else {
		float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
		Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
		float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
		return length;
	}
}

void SetVelocity (Vector3 velocity) {
	grounded = false;
	movement.velocity = velocity;
	movement.frameVelocity = Vector3.zero;
	SendMessage("OnExternalVelocity");
}
}

You should change

to


Yesterday I also got tired of js/c# interoperability issues and translated first person controller to c#:

766419–28015–$Scripts.zip (8.64 KB)