error CS0103: The name `Cardboard' does not exist in the current context

I’m attempting to make a cardboard game, and I get this error: DogWalkScore.cs(59,69): error CS0103: The name `Cardboard’ does not exist in the current context
I’ve scoured the site for a solution, but nothing has worked, I’m still doing something wrong. Thank you in advance, your help is greatly appreciated. The script code is below.

using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class DogWalkScore : MonoBehaviour
{
	private const int RIGHT_ANGLE = 90;
    private int score;

    public Text scoreText; 

	// This variable determinates if the player will move or not 
    private bool isWalking = false;

    GvrHead head = null;

    //This is the variable for the player speed
    [Tooltip("With this speed the player will move.")]
    public float speed;

    [Tooltip("Activate this checkbox if the player shall move when the Cardboard trigger is pulled.")]
    public bool walkWhenTriggered;

    [Tooltip("Activate this checkbox if the player shall move when he looks below the threshold.")]
    public bool walkWhenLookDown;

    [Tooltip("This has to be an angle from 0° to 90°")]
    public double thresholdAngle;

    [Tooltip("Activate this Checkbox if you want to freeze the y-coordiante for the player. " +
             "For example in the case of you have no collider attached to your CardboardMain-GameObject" +
             "and you want to stay in a fixed level.")]
    public bool freezeYPosition;

    [Tooltip("This is the fixed y-coordinate.")]
    public float yOffset;

    void Start()
    {
        head = Camera.main.GetComponent<StereoController>().Head;
        score = 0;
        SetCountText();
    }

    void Update()
    {
        // Walk when the Cardboard Trigger is used 
        if (walkWhenTriggered && !walkWhenLookDown && !isWalking && Cardboard.SDK.Triggered)
        {
            isWalking = true;
        }
        else if (walkWhenTriggered && !walkWhenLookDown && isWalking && Cardboard.SDK.Triggered)
        {
            isWalking = false;
        }

        // Walk when player looks below the threshold angle 
        if (walkWhenLookDown && !walkWhenTriggered && !isWalking &&
            head.transform.eulerAngles.x >= thresholdAngle &&
            head.transform.eulerAngles.x <= RIGHT_ANGLE)
        {
            isWalking = true;
        }
        else if (walkWhenLookDown && !walkWhenTriggered && isWalking &&
                 (head.transform.eulerAngles.x <= thresholdAngle ||
                 head.transform.eulerAngles.x >= RIGHT_ANGLE))
        {
            isWalking = false;
        }

        // Walk when the Cardboard trigger is used and the player looks down below the threshold angle
        if (walkWhenLookDown && walkWhenTriggered && !isWalking &&
            head.transform.eulerAngles.x >= thresholdAngle &&
            Cardboard.SDK.Triggered &&
            head.transform.eulerAngles.x <= RIGHT_ANGLE)
        {
            isWalking = true;
        }
        else if (walkWhenLookDown && walkWhenTriggered && isWalking &&
                 head.transform.eulerAngles.x >= thresholdAngle &&
                 (Cardboard.SDK.Triggered ||
                 head.transform.eulerAngles.x >= RIGHT_ANGLE))
        {
            isWalking = false;
        }

        if (isWalking)
        {
            Vector3 direction = new Vector3(head.transform.forward.x, 0, head.transform.forward.z).normalized * speed * Time.deltaTime;
            Quaternion rotation = Quaternion.Euler(new Vector3(0, -transform.rotation.eulerAngles.y, 0));
            transform.Translate(rotation * direction);
        }

        if (freezeYPosition)
        {
            transform.position = new Vector3(transform.position.x, yOffset, transform.position.z);
        }
    }

    private void OnTriggerEnter(Collider Rat)
    {
        if (Rat.gameObject.CompareTag("Pickup"))
        {
            Rat.gameObject.SetActive(false);
            score = score + 1;
            SetCountText();
        }
    }
    void SetCountText()
    {
        scoreText.text = "Score: " + score.ToString();
    }
}

I see what you’re saying, but I switched from an old version of Cardboard to the current version, and that’s when the script stopped working. I have the Cardboard Unity Asset Package installed, it’s just not the same one the script was originally written for. :slight_smile:

Is this the look to walk demo from Nurfacegames?

In Unity, try Assets → Reimport All. Cached declarations and references have caused quite a few issues for me in the past.