Debugger problem

Hi, I have this script:

using UnityEngine;
using System.Collections;

public class MenuManager : MonoBehaviour
{
	public string CurrentMenu;
	
	public string MatchName = "";
	public string MatchPassword = "";
	public int MatchMaxPlayers = 32;
	
	private Vector2 ScrollLobby = Vector2.zero;
	
	void Start()
	{
		CurrentMenu = "Main";
		MatchName = "Survival " + Random.Range(0, 5000);
	}
	
	void OnGUI()
	{
		if (CurrentMenu == "Main")
			Menu_Main();
		if (CurrentMenu == "Lobby")
			Menu_Lobby();
		if (CurrentMenu == "Host")
			Menu_HostGame();
	}
	
	public void NavigateTo(string nextmenu)
	{
		CurrentMenu = nextmenu;
	}
	
	public void Menu_Main()
	{
		if (GUI.Button(new Rect(10, 10, 200, 50), "Host Game"))
		{
			NavigateTo("Host");
		}
		
		if (GUI.Button(new Rect(10, 10, 200, 50), "Refresh"))
		{
			MasterServer.RequestHostList("");
		}
		
		GUI.Label(new Rect(220, 10, 130, 30), "Player Name");
		MultiplayerManager.instace.PlayerName = GUI.TextField(new Rect(350, 10, 150, 30), MultiplayerManager.instace.PlayerName);
		if (GUI.Button(new Rect(510, 10, 100, 30), "Save Name"))
		{
			PlayerPrefs.GetString("PlayerName", MultiplayerManager.instace.PlayerName);
		}
		
		GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
		
		foreach(HostData match in MasterServer.PollHostList())
		{
			GUILayout.BeginHorizontal("Box");
			
			GUILayout.Label(match.gameName);
			if (GUILayout.Button("Connect"))
			{
				
			}
				
			GUILayout.EndHorizontal();
		}
		
		GUILayout.EndArea();
	}
	
	public void Menu_HostGame()
	{
		//Buttons Host Game
		if (GUI.Button(new Rect(10, 10, 200, 50), "Back"))
		{
			NavigateTo("Main");
		}
		
		if (GUI.Button(new Rect(10, 60, 200, 50), "Start Server"))
		{
			MultiplayerManager.instace.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
		}
					
		GUI.Label(new Rect(220, 10, 130, 30), "Match Name");
		MatchName = GUI.TextField(new Rect(400, 10, 200, 30), MatchName);
		
		GUI.Label(new Rect(220, 50, 130, 30), "Match Password");
		MatchPassword = GUI.PasswordField(new Rect(400, 50, 200, 30), MatchPassword, '●');
		
		GUI.Label(new Rect(220, 90, 130, 30), "Match Max Players");
		GUI.Label(new Rect(400, 90, 200, 30), MatchMaxPlayers.ToString());
		MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8,32);
		
		if (GUI.Button(new Rect(425, 90, 25, 30), "+"))
			MatchMaxPlayers += 2;
		if (GUI.Button(new Rect(450, 90, 25, 30), "-"))
			MatchMaxPlayers -= 2;
	}
	
	public void Menu_Lobby()
	{
		ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
		
		foreach(MPPlayer pl in MultiplayerManager.instace.PlayerList)
		{
			GUILayout.Box(pl.PlayerName);
		}
		
		GUILayout.EndScrollView();
	}
	
	void OnServerInitialized()
	{
		NavigateTo("Lobby");
	}
	
	void OnConnectedToServer()
	{
		NavigateTo("Lobby");
	}
}

It game me 2 errors:
error CS1012: Too many characters in character literal ← line 89, 96

error CS1525: Unexpected symbol `’ ← line 89, 98

The debugger says no errors but in the engine i have these errors.
Script is wrote in C#

Sorry for my bad English :frowning:

Try changing that ‘●’ character with another ascii character. It might be a encoding error.

Thx man it worked =D

If you’re dumb like me, you might see this because you tried to use Debug.Log with single-quotes (') instead of double quotes (").

1 Like

hello
can you help me please
this is my project
en utilisant System.Collections;
using System.Collections.Generic;
en utilisant UnityEngine;

public class WeaponManagerCZ805: MonoBehaviour {

public int bulletsPerMag = 31; // Nombres de balles par chargeurs
public int bulletsLeft = 310; // Notre réserve de balles
public int currentBullets; // Balles que l’on a

public float fireRate = 0,1f;
float fireTimer;

public Transform shootPoint;

// Start est appelé avant la premiÚre mise à jour de la trame
void Start ()
{
currentBullets = bulletsPerMag;
}

// La mise à jour est appelée une fois par image
void Update ()
{
if (Input.GetButton (“Fire1”))
{
Feu();
}

if (fireTimer <fireRate)
fireTimer + = Time.deltaTime;
}

privé void Fire ()
{
if (fireTimer <fireRate) return;

RaycastHit a frappé;

if (Physics.Raycast (shootPoint.position, shootPoint.forward, out hit, “range”))
{
Debug.Log (hit.transform.name + ‘a Ă©tĂ© trouvé’);
}

fireTimer = 0,0f;
}
}