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;
- //Rotate*
-
-
- }*
-
- else if (axes == RotationAxes.MouseX)*
-
- {*
-
- rotAverageX = 0f;*
- rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
- rotAverageX = 0f;*
-
- 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]*
- for(int i = 0; i < rotArrayX.Count; i++) {*