FirstPersonMovment coding help

Ive stared using unity a few days ago and recently I keep experiencing this error when inputting code for first person movement
“Assets\firstpersonmove.cs(134,6): error CS1513: } expected”
I understand it means theres should be a curley bracket at line 134 for but there already is one?
Im only new so im not sure how to fix this, any help would be great!!

  • using UnityEngine;
  • using System.Collections;
  • using System.Collections.Generic;
  • [AddComponentMenu(“Camera-Control/Smooth Mouse Look”)]
  • public class SmoothMouseLook : MonoBehaviour {
    • public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
  • public RotationAxes axes = RotationAxes.MouseXAndY;
  • public float sensitivityX = 15F;
  • public float sensitivityY = 15F;
  • public float minimumX = -360F;
  • public float maximumX = 360F;
  • public float minimumY = -60F;
  • public float maximumY = 60F;
  • float rotationX = 0F;
  • float rotationY = 0F;
  • private List rotArrayX = new List();
  • float rotAverageX = 0F;
  • private List rotArrayY = new List();
  • float rotAverageY = 0F;
  • public float frameCounter = 20;
  • Quaternion originalRotation;
  • void Update ()
  • {
  • if (axes == RotationAxes.MouseXAndY)
  • {
  • //Resets the average rotation
  • rotAverageY = 0f;
  • rotAverageX = 0f;
    • //Gets rotational input from the mouse
  • rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;
  • rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
    • //Adds the rotation values to their relative array
  • rotArrayY.Add(rotationY);
  • rotArrayX.Add(rotationX);
    • //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
  • if (rotArrayY.Count >= frameCounter) {
  • rotArrayY.RemoveAt(0);
  • }
  • if (rotArrayX.Count >= frameCounter) {
  • rotArrayX.RemoveAt(0);
  • }
    • //Adding up all the rotational input values from each array
  • for(int j = 0; j < rotArrayY.Count; j++) {
  • rotAverageY += rotArrayY[j];
  • }
  • for(int i = 0; i < rotArrayX.Count; i++) {
  • rotAverageX += rotArrayX*;*
    • }*
      • //Standard maths to find the average*
    • rotAverageY /= rotArrayY.Count;*
    • rotAverageX /= rotArrayX.Count;*
      • //Clamp the rotation average to be within a specific value range*
    • rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);*
    • rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);*
      • //Get the rotation you will be at next as a Quaternion*
    • Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);*
    • Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);*
      • //Rotate*
        - transform.localRotation = originalRotation * xQuaternion * yQuaternion;
    • }*
    • else if (axes == RotationAxes.MouseX)*
    • {*
    • rotAverageX = 0f;*
      - rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
    • rotArrayX.Add(rotationX);*
    • if (rotArrayX.Count >= frameCounter) {*
    • rotArrayX.RemoveAt(0);*
    • }*
    • for(int i = 0; i < rotArrayX.Count; i++) {*
      - rotAverageX += rotArrayX*;*
      - - }*
      - - rotAverageX /= rotArrayX.Count;*
      - - rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);*
      - - Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);*
      - transform.localRotation = originalRotation * xQuaternion;
      - - }*
      - - else*
      - - {*
      - - rotAverageY = 0f;*
      - rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;
      - - rotArrayY.Add(rotationY);*
      - - if (rotArrayY.Count >= frameCounter) {*
      - - rotArrayY.RemoveAt(0);*
      - - }*
      - - for(int j = 0; j < rotArrayY.Count; j++) {*
      - - rotAverageY += rotArrayY[j];*
      - - }*
      - - rotAverageY /= rotArrayY.Count;*
      - - rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);*
      - - Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);*
      - transform.localRotation = originalRotation * yQuaternion;
      - - }*
      - - }*
      - - void Start ()*
      - - {*
      - - Rigidbody rb = GetComponent();*
      - - if (rb)*
      - - rb.freezeRotation = true;*
      - - originalRotation = transform.localRotation;*
      - - }*
      - - public static float ClampAngle (float angle, float min, float max)*
      - - {*
      - - angle = angle % 360;*
      - - if ((angle >= -360F) && (angle <= 360F)) {*
      - - if (angle < -360F) {*
      - - angle += 360F;*
      - - }*
      - - if (angle > 360F) {*
      - - angle -= 360F;*
      - - }*
      - - }*
      - - return Mathf.Clamp (angle, min, max);*
      - - }[/I][/I]*

I see one to end a function, but not one to end the class, so yeah, it looks like a } is missing. What is up with the - in your listing?

I think it is just from how i copy and pasted it tbh, how do i put one down to end the class?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

You go down to the end of the script, and hit the Enter key to add a new line, then add a closing bracket }