GetComponent issue

I’m using unity 5 and I have this bit of script

 public class UnderLiquid : MonoBehaviour {
    
    	CharacterController cc;	
    	FirstPersonController cm; //FirstPersonController returns error
    	bool Shift;

The FirstPersonController appears red and Gives a “does not exist in current context”, although the CharacterController is fine. They’re both c# scripts and are in the same folder, as they’re also both components to my character. If anyone has any idea as to why is does this, that’d be nice. Maybe just a bug?

:slight_smile:

Thank You
-Triston

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;

namespace UnityStandardAssets.Characters.FirstPerson
{
    [RequireComponent(typeof (CharacterController))]
    [RequireComponent(typeof (AudioSource))]
    public class FirstPersonController : MonoBehaviour
    {
        [SerializeField] public bool m_IsWalking;
        [SerializeField] public float m_WalkSpeed;
        [SerializeField] public float m_RunSpeed;
        [SerializeField] [Range(0f, 1f)] public float m_RunstepLenghten;
        [SerializeField] public float m_JumpSpeed;
        [SerializeField] public float m_StickToGroundForce;
        [SerializeField] public float m_GravityMultiplier;
        [SerializeField] public MouseLook m_MouseLook;
        [SerializeField] public bool m_UseFovKick;
        [SerializeField] public FOVKick m_FovKick = new FOVKick();
        [SerializeField] public bool m_UseHeadBob;
        [SerializeField] public CurveControlledBob m_HeadBob = new CurveControlledBob();
        [SerializeField] public LerpControlledBob m_JumpBob = new LerpControlledBob();
        [SerializeField] public float m_StepInterval;
        [SerializeField] public AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
        [SerializeField] public AudioClip m_JumpSound;           // the sound played when character leaves the ground.
        [SerializeField] public AudioClip m_LandSound;           // the sound played when character touches back on ground.

        public Camera m_Camera;
        public bool m_Jump;
        public float m_YRotation;
        public Vector2 m_Input;
        public Vector3 m_MoveDir = Vector3.zero;
        public CharacterController m_CharacterController;
        public CollisionFlags m_CollisionFlags;
        public bool m_PreviouslyGrounded;
        public Vector3 m_OriginalCameraPosition;
        public float m_StepCycle;
        public float m_NextStep;
        public bool m_Jumping;
        public AudioSource m_AudioSource;

        // Use this for initialization
        public void Start()
        {
            m_CharacterController = GetComponent<CharacterController>();
            m_Camera = Camera.main;
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_HeadBob.Setup(m_Camera, m_StepInterval);
            m_StepCycle = 0f;
            m_NextStep = m_StepCycle/2f;
            m_Jumping = false;
            m_AudioSource = GetComponent<AudioSource>();
			m_MouseLook.Init(transform , m_Camera.transform);
        }


        // Update is called once per frame
        public void Update()
        {
            RotateView();
            // the jump state needs to read here to make sure it is not missed
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }

            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping = false;
            }
            if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }


        public void PlayLandingSound()
        {
            m_AudioSource.clip = m_LandSound;
            m_AudioSource.Play();
            m_NextStep = m_StepCycle + .5f;
        }


        public void FixedUpdate()
        {
            float speed;
            GetInput(out speed);
            // always move along the camera forward as it is the direction that it being aimed at
            Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

            // get a normal for the surface that is being touched to move along it
            RaycastHit hitInfo;
            Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                               m_CharacterController.height/2f);
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

            m_MoveDir.x = desiredMove.x*speed;
            m_MoveDir.z = desiredMove.z*speed;


            if (m_CharacterController.isGrounded)
            {
                m_MoveDir.y = -m_StickToGroundForce;

                if (m_Jump)
                {
                    m_MoveDir.y = m_JumpSpeed;
                    PlayJumpSound();
                    m_Jump = false;
                    m_Jumping = true;
                }
            }
            else
            {
                m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
            }
            m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

            ProgressStepCycle(speed);
            UpdateCameraPosition(speed);
        }


        public void PlayJumpSound()
        {
            m_AudioSource.clip = m_JumpSound;
            m_AudioSource.Play();
        }


        public void ProgressStepCycle(float speed)
        {
            if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
            {
                m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                             Time.fixedDeltaTime;
            }

            if (!(m_StepCycle > m_NextStep))
            {
                return;
            }

            m_NextStep = m_StepCycle + m_StepInterval;

            PlayFootStepAudio();
        }


        public void PlayFootStepAudio()
        {
            if (!m_CharacterController.isGrounded)
            {
                return;
            }
            // pick & play a random footstep sound from the array,
            // excluding sound at index 0
            int n = Random.Range(1, m_FootstepSounds.Length);
            m_AudioSource.clip = m_FootstepSounds[n];
            m_AudioSource.PlayOneShot(m_AudioSource.clip);
            // move picked sound to index 0 so it's not picked next time
            m_FootstepSounds[n] = m_FootstepSounds[0];
            m_FootstepSounds[0] = m_AudioSource.clip;
        }


        public void UpdateCameraPosition(float speed)
        {
            Vector3 newCameraPosition;
            if (!m_UseHeadBob)
            {
                return;
            }
            if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
            {
                m_Camera.transform.localPosition =
                    m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                      (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
            }
            else
            {
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
            }
            m_Camera.transform.localPosition = newCameraPosition;
        }


        public void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }


        public void RotateView()
        {
            m_MouseLook.LookRotation (transform, m_Camera.transform);
        }


        public void OnControllerColliderHit(ControllerColliderHit hit)
        {
            Rigidbody body = hit.collider.attachedRigidbody;
            //dont move the rigidbody if the character is on top of it
            if (m_CollisionFlags == CollisionFlags.Below)
            {
                return;
            }

            if (body == null || body.isKinematic)
            {
                return;
            }
            body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
        }
    }
}

You’re not importing the UnityStandardAssets.Characters.FirstPerson namespace in which the FirstPersonController is defined. So either use:

using UnityStandardAssets.Characters.FirstPerson;
...
...
FirstPersonController cm;

or

UnityStandardAssets.Characters.FirstPerson.FirstPersonController cm;

Are you sure your class names are set correctly? This happened to me some times when I duplicated a script in the Editor, changed the asset name but forgot to change the class name in the sript.

Just a hunch. :wink: