Getting error please help!

Getting an error on line 32 please help i do not know why.

i need to convert the playerpref into a f to change the sense.

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.FirstPerson
    public class MouseLook
        public float XSensitivity = 2f;
        public float YSensitivity = 2f;
        public bool clampVerticalRotation = true;
        public float MinimumX = -90F;
        public float MaximumX = 90F;
        public bool smooth;
        public float smoothTime = 5f;
        public bool lockCursor = true;
		public float sens;

        private Quaternion m_CharacterTargetRot;
        private Quaternion m_CameraTargetRot;
        private bool m_cursorIsLocked = true;

        public void Init(Transform character, Transform camera)
            m_CharacterTargetRot = character.localRotation;
            m_CameraTargetRot = camera.localRotation;

		void start(){
			PlayerPrefs.GetInt ("sens") = sens;
			XSensitivity = sens;
			YSensitivity = sens;

        public void LookRotation(Transform character, Transform camera)
            float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
            float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;

            m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
            m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);

                m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);

                character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                    smoothTime * Time.deltaTime);
                camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                    smoothTime * Time.deltaTime);
                character.localRotation = m_CharacterTargetRot;
                camera.localRotation = m_CameraTargetRot;


        public void SetCursorLock(bool value)
            lockCursor = value;
            {//we force unlock the cursor if the user disable the cursor locking helper
                Cursor.lockState = CursorLockMode.None;
                Cursor.visible = true;

        public void UpdateCursorLock()
            //if the user set "lockCursor" we check & properly lock the cursos
            if (lockCursor)

        private void InternalLockUpdate()
                m_cursorIsLocked = false;
            else if(Input.GetMouseButtonUp(0))
                m_cursorIsLocked = true;

            if (m_cursorIsLocked)
                Cursor.lockState = CursorLockMode.Locked;
                Cursor.visible = false;
            else if (!m_cursorIsLocked)
                Cursor.lockState = CursorLockMode.None;
                Cursor.visible = true;

        Quaternion ClampRotationAroundXAxis(Quaternion q)
            q.x /= q.w;
            q.y /= q.w;
            q.z /= q.w;
            q.w = 1.0f;

            float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);

            angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);

            q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);

            return q;


so the thing here is that you cannot use get() to set something. yet, you decided to do so:
PlayerPrefs.GetInt() gets you an int. the result is a number that has no effect on the property.

a getter is the same as a function, it merely exists for practical reasons.
consider the following code

class Example{
    float five = 5;
    float Five(){
         return five;

Example e = new Example();
e.Five() = 6;

You would never expect that that works. A getter isn’t any different.

Instead of

PlayerPrefs.GetInt("f") = f

you should naturally use the setter.

PlayerPrefs.SetInt("f", f);

However since x is a float in your case, you cannot use it to set an int value:

float f = 5.3f;
int i = f;               // naturally compiler starts crying.

Final solution:

PlayerPrefs.SetInt("f", Mathf.RoundToInt(f));

put this
m_MouseLook.XSensitivity = PlayerPrefs.GetInt (“Sens”)/10;
m_MouseLook.YSensitivity = PlayerPrefs.GetInt (“Sens”)/10;

into the scripts thats active and uses the other script