error CS1519: Invalid token 'if' in class, struct, or interface member declaration

I’m creating a game on Unity with no experience. The problem is that, when coding the behavior of my weapons, there’s an error as it does not let me push the play button and it sends me a notification saying that “if” is invalid in class, struct, or interface member declaration.

Here’s my code I would like you to review:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WeaponBehaviour : MonoBehaviour
{

    public GameObject bulletPreFab;
    public float speed; // 'float' is just a normal number
    public float accuracy;
    public float secondsBetweenShots;
    float secondsSinceLastShot;


    // Start is called before the first frame update
    void Start()
    {
        secondsSinceLastShot = secondsBetweenShots;
    }

    // Update is called once per frame
    void Update()
    {
       
    // fire
    secondsSinceLastShot += Time.deltaTime;
    }
    public void Fire(Vector3 targetPosition);

    if (secondsSinceLastShot >= secondsBetweenShots)
    {
        GameObject newBullet = Instantiate(bulletPreFab, transform.position + transform.forward, transform.rotation);
            //Offset target position randomly according to inacuracy
        float inaccuracy = Vector3.Distance(transform.position, targetPosition) / accuracy;
        targetPosition.x += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.z += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.y += Random.Range(-inaccuracy, inaccuracy);
        secondsSinceLastShot = 0;
    }
}

Thanks in advance for the help.

Line 28 is wrong: public void Fire(Vector3 targetPosition);

The semicolon doesn’t belong there and the void is missing brackets. See how the other void in your script look?

Instead of

public void Fire(Vector3 targetPosition);

    if (secondsSinceLastShot >= secondsBetweenShots)
    {
        GameObject newBullet = Instantiate(bulletPreFab, transform.position + transform.forward, transform.rotation);
            //Offset target position randomly according to inacuracy
        float inaccuracy = Vector3.Distance(transform.position, targetPosition) / accuracy;
        targetPosition.x += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.z += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.y += Random.Range(-inaccuracy, inaccuracy);
        secondsSinceLastShot = 0;
    }

do this:

public void Fire(Vector3 targetPosition) {

    if (secondsSinceLastShot >= secondsBetweenShots)
    {
        GameObject newBullet = Instantiate(bulletPreFab, transform.position + transform.forward, transform.rotation);
            //Offset target position randomly according to inacuracy
        float inaccuracy = Vector3.Distance(transform.position, targetPosition) / accuracy;
        targetPosition.x += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.z += Random.Range(-inaccuracy, inaccuracy);
        targetPosition.y += Random.Range(-inaccuracy, inaccuracy);
        secondsSinceLastShot = 0;
    }
 
}

Thank you for the useful information. It helped me fix my problem. Now I’m able to be in play mode.

Remember: NOBODY memorizes error codes. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Here is more useful information to keep in mind while hammering tutorial code in:

How to do tutorials properly:

Tutorials are a GREAT idea. Tutorials should be used this way:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. Fortunately this is the easiest part to get right. Be a robot. Don’t make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE.

If you get any errors, learn how to read the error code and fix it. Google is your friend here. Do NOT continue until you fix the error. The error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

1 Like

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MOVING : MonoBehaviour
{
public Transform camPivot;
float heading; = 0;
public Transform cam;

Vector2 input;

void Update()
{
heading += Input.GetAxis (“Mouse X”) * Time.deltaTime * 180;
camPivot.rotation = Quaternion.Euler(0,heading,0);

input = new Vector2 (Input.GetAxis(“Horizontal”), Input.GetAxis(“Vertical”));
input = Vector2.ClampMagnitude (input, 1);

Vector3 camF = cam.forward;
Vector3 camR = cam.right;

camF.y = 0;
camR.y = 0;
camF = camF.normalized;
camR = camF.normalized;

//transform.position += new Vector3 (input.x,0,input.y) * Time.deltaTime * 5;
transform.position += (camF*input. y + camR * input.x) * Time.deltaTime * 5;
}
}

I WROT THIS THERE IS CS1519 INVALID TOKEN ERROR class and stuff

Yes, you are making typing mistakes too. Now go fix them. See this post for how.

https://discussions.unity.com/t/854337/4

Your typo is blindingly obvious. Look at the lines above or below it.