Help for unity bootcamp

Help guys i dont know how to fix this. Im using unity 4 and i downloaded the bootcamp demo but i got some errors. The errors are:

Assets/Scripts/cutscenes/StartCutscene.js(20,40): BCE0018: The name ‘MouseLook’ does not denote a valid type (‘not found’).

Assets/Scripts/cutscenes/StartCutscene.js(68,83): BCE0018: The name ‘MouseLook’ does not denote a valid type (‘not found’).

Assets/Scripts/huds/GameQualitySettings.js(337,33): BCE0018: The name ‘SSAOEffect’ does not denote a valid type (‘not found’).

Assets/Scripts/misc/GameManager.js(136,26): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).

Assets/Scripts/misc/GameManager.js(143,60): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).

Assets/Scripts/misc/GameManager.js(147,75): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).

StartCutscene script:
#pragma strict
#pragma implicit
#pragma downcast

class StartCutscene extends MonoBehaviour
{
	public var cutsceneCamera1 : GameObject;
	public var cutsceneCamera2 : GameObject;
	public var thirdPersonCamera : GameObject;
	public var soldierRenderer : SkinnedMeshRenderer;
	public var cutsceneMaterials : Material[];
	public var thirdPersonMaterials : Material[];
	public var soldierT : Transform;
	
	private var loopFinished : boolean;
	private var loading : boolean;
	private var startRotation : Quaternion;
	private var targetRotation : Quaternion;
	private var currentState : float;
	private var cameraController : MouseLook;
	private var playedPoint : boolean;
	public var coleague : Animation;

    public var heliRef : Transform;
	public var heliSound : AudioSource;
	
	public var blurRef : Transform;
	public var blurRefBack : Transform;

    private var auxBundle : AssetBundle;
    private var con : WWW;

    static public var forestProgress : float;
    
    public var sarge : SargeManager;
    private var playedClearing : boolean;
    private var timeToPlayRandom : float;
    private var waitToPlayRandom : float = 20.0;

	function OnEnable()
	{
        playedClearing = false;
        timeToPlayRandom = waitToPlayRandom;

        var go : GameObject = GameObject.Find("start_terrain");
        var terrain : Terrain = go.GetComponent("Terrain") as Terrain;
        terrain.treeMaximumFullLODCount = 15;

        var auxCam : GameObject = GameObject.Find("StartCamera");

        if(auxCam != null)
        {
            sarge = auxCam.GetComponent("SargeManager") as SargeManager;
        }

		animation.Play("intro_cutscene_1");
		thirdPersonCamera.active = false;
		cutsceneCamera1.active = true;
        cutsceneCamera1.camera.enabled = true;
		cutsceneCamera2.active = true;
		loopFinished = false;
		loading = false;
		playedPoint = false;
		
		currentState = 0.0;
		targetRotation = Quaternion.Euler(3.931946, -86.54218, 0.0);
		
		cameraController = thirdPersonCamera.GetComponent("MouseLook") as MouseLook;
		
		if(soldierRenderer != null)
		{
			soldierRenderer.materials = cutsceneMaterials;
		}
		
		if(soldierT != null)
		{
			soldierT.localScale = Vector3.one;
			soldierT.localPosition = Vector3.zero;
		}

        con = new WWW(StreamingController.baseAddress + "forest.unity3d");
        
        sarge.ShowInstruction("good_morning");
        sarge.ShowInstruction("menu");
	}

	function ChangeToThirdPersonCamera()
	{
		animation["intro_cutscene_2"].wrapMode = WrapMode.Loop;
		animation.Play("intro_cutscene_2");

		thirdPersonCamera.active = true;
        thirdPersonCamera.camera.enabled = true;
		cutsceneCamera1.active = false;
		cutsceneCamera2.active = false;

        var go : GameObject = GameObject.Find("start_terrain");
        var terrain : Terrain = go.GetComponent("Terrain") as Terrain;
        terrain.treeMaximumFullLODCount = 0;
		
		if(soldierRenderer != null)
		{
			soldierRenderer.materials = thirdPersonMaterials;
		}
		
		if(soldierT != null)
		{
			soldierT.localScale = new Vector3(0.9, 0.9, 0.9);
			soldierT.localPosition = new Vector3(0.1788807, -0.1774399, 0.3102949);
		}

        if(sarge != null) 
        {
            sarge.ShowInstruction("mouse_look");
            sarge.ShowInstruction("lz_woods");
        }
	}
	
	function LoadingSceneLoop()
	{
		loopFinished = true;
	}
	
	function Update()
	{
        if(StreamingController.loadForest)
        {
            thirdPersonCamera.transform.localRotation = targetRotation;
            return;
        }

        if(!loading)
        {
            if(GameManager.pause)
            {
                if(cameraController.enabled)
                {
                    cameraController.enabled = false;
                }
            }
            else
            {
                if(!cameraController.enabled)
                {
                    cameraController.enabled = true;
                }
            }
        }

        if(StreamingController.loadForest) 
        {
            if(heliSound.volume > 0.0)
            {
                heliSound.volume -= Time.deltaTime;
            }
            return;
        }

        if(con != null && !con.isDone)
        {
            forestProgress = con.progress;
        }

        if(!loading && thirdPersonCamera.active)
        {
            if(sarge != null)
                {
                    timeToPlayRandom -= Time.deltaTime;

                    if(timeToPlayRandom <= 0.0)
                    {
                        timeToPlayRandom = waitToPlayRandom;

                        var aux : int = Random.Range(0, 2);

                        if(aux == 0)
                        {
                            sarge.ShowInstruction("wait1");
                        }
                        else
                        {
                            sarge.ShowInstruction("wait2");
                        }
                    }
                }
        }

		if(loopFinished && !loading)
		{
			if(con != null)
			{
                if(con.isDone)
                {
                    auxBundle = con.assetBundle;

                    forestProgress = 1.0;

				    loading = true;
				    playedPoint = false;
				    cameraController.enabled = false;
				    currentState = 0.0;
				    startRotation = thirdPersonCamera.transform.localRotation;

                    con.Dispose();
                    con = null;
                }
			}
		}
		else if(loading)
		{
			if(!playedPoint)
			{
				currentState += Time.deltaTime;
				thirdPersonCamera.transform.localRotation = Quaternion.Slerp(startRotation, targetRotation, currentState);
                thirdPersonCamera.camera.fieldOfView = Mathf.Lerp(60, 45, currentState);
				cameraController.enabled = false;
				if(currentState >= 1.0)
				{
					playedPoint = true;
					coleague.Play("CS_Pointing");
				}
			}
			else
			{
                if(!playedClearing && coleague["CS_Pointing"].normalizedTime > 0.4)
                {
                    playedClearing = true;

                    if(sarge != null)
                    {
                        sarge.ShowInstruction("see_clearing");
                    }
                }
				
                if(coleague["CS_Pointing"].normalizedTime > 0.99)
				{
					loopFinished = false;
					loading = false;
                    StreamingController.loadForest = true;
				}
			}
		}
	}
}

GameQualitySettingsScript:

#pragma strict
#pragma implicit
#pragma downcast

class SceneSettings
{
	//SCENE SETTINGS
	public var sceneInitialized : boolean = false;
	
	public var detailObjectDistance : float;
	public var detailObjectDensity : float;
	public var treeDistance : float;
	public var nearTerrainPixelError : float;
	public var terrainTreesBillboardStart : float;
	public var maxMeshTrees : int;
	public var heightmapMaximumLOD : int;
}

	class AmbientParticleSettings {
		var minSize : float;
		var maxSize : float;
		var minEmission : float;
		var maxEmission : float;	
	};

class GameQualitySettings extends MonoBehaviour
{
	//HAVE WE TAKE CURRENT GAME SETTINGS
	static private var initializedGameSettings : boolean;
	static private var _dynamicObjectsFarClip : float;
	
	static public var scenes : SceneSettings[];
	
	//GAME SETTINGS
	static public var overallQuality : int;
	static public var shadowDistance : float;
	static public var masterTextureLimit : int;
	static public var anisotropicFiltering : boolean;
	
	static public var particleQualityMultiplier : float = 1.0;
	static private var _particleQualityMultiplier : float = 1.0;
	
    //FULLSCREEN EFFECTS
    static public var colorCorrection : boolean = true;
    static private var _colorCorrection : boolean = true;

    static public var bloomAndFlares : boolean = true;
    static private var _bloomAndFlares : boolean = true;

    static public var sunShafts : boolean = true;
    static private var _sunShafts : boolean = true;

    static public var depthOfField : boolean = true;
    static private var _depthOfField : boolean = true;
    
    static public var depthOfFieldAvailable : boolean = true;
    static private var _depthOfFieldAvailable : boolean = true;
    
    static public var ssao : boolean = false;
    static private var _ssao : boolean = false;

    static public var clouds : boolean = true;
    static private var _clouds : boolean = true;

    static public var underwater : boolean = true;
    static private var _underwater : boolean = true;
    //END FULLSCREEN EFFECTS
    
    // WATER
    static private var _water : int = 1;
    static public var water : int = 1;

	static public var ambientParticles : boolean = true;
	static private var _ambientParticles : boolean = true;
	
	//RESET PER SCENE (MULTIPLY BASE DISTANCE EVERY TIME SCENE START)
	static public var dynamicObjectsFarClip : float = 0.55;
	static public var _dynamicLayersRange : Vector2;
	static public var _staticLayersRange : Vector2;

    static public var currentRenderingPath : RenderingPath;
    static public var currentDepthTextureMode : DepthTextureMode;
	
	//LOCAL, PER SCENE, PROPERTIES
	public var cameras : Camera[];
	
	public var dynamicLayers : int[];
	public var dynamicLayersRange : Vector2;
	public var staticLayersRange : Vector2;
	
	public var nearTerrain : Terrain;
	
	public var ambientParticleObjects : GameObject[];
	private var _ambientParticleObjectSettings : Array;
	
    public var lights : Light[];
	
	public var mainMenu : boolean = false;
	
	function Start ()
	{
		_dynamicLayersRange = dynamicLayersRange;
		_staticLayersRange = staticLayersRange;
		_ambientParticles = ambientParticles;
		_ambientParticleObjectSettings = new Array();
		
		for(var go : GameObject in ambientParticleObjects) 
		{
			var setting : AmbientParticleSettings = new AmbientParticleSettings();
			if(go) {
			setting.minSize = go.particleEmitter.minSize;
			setting.maxSize = go.particleEmitter.maxSize;
			setting.minEmission = go.particleEmitter.minEmission;
			setting.maxEmission = go.particleEmitter.maxEmission;
			}
			_ambientParticleObjectSettings.Push(setting);
		}
		
		InitializeGameSettings();
		
		InitializeSceneSettings();

		InitializeQualitySettings(QualitySettings.currentLevel);
		
		InitializeCameraSettings();
		
		AutoChooseQualityLevel ();
	}
	
	function AutoChooseQualityLevel ()
	{
		var shaderLevel = SystemInfo.graphicsShaderLevel;
		var fillrate = SystemInfo.graphicsPixelFillrate;
		var vram = SystemInfo.graphicsMemorySize;
		var cpus = SystemInfo.processorCount;
		if (fillrate < 0)
		{
			if (shaderLevel < 10)
				fillrate = 1000;
			else if (shaderLevel < 20)
				fillrate = 1300;
			else if (shaderLevel < 30)
				fillrate = 2000;
			else
				fillrate = 3000;
			if (cpus >= 6)
				fillrate *= 3;
			else if (cpus >= 3)
				fillrate *= 2;
			if (vram >= 512)
				fillrate *= 2;
			else if (vram <= 128)
				fillrate /= 2;
		}
		
		var resx = Screen.width;
		var resy = Screen.height;
		var fillneed : float = (resx*resy + 400*300) * (30.0 / 1000000.0);
		var levelmult : float[] = [5.0, 30.0, 80.0, 130.0, 200.0, 320.0];
		
		var level = 0;
		while (level < QualityLevel.Fantastic && fillrate > fillneed * levelmult[level+1])
			++level;
		
		//print (String.Format("{0}x{1} need {2} has {3} = {4} level", resx, resy, fillneed, fillrate, level));

		overallQuality = level;
		UpdateAllSettings ();
	}
	
	function InitializeQualitySettings(qualityLevel : int)
	{
		ApplyCustomQualityLevel (qualityLevel);
		
		_ambientParticles = ambientParticles;
		
		if(ambientParticleObjects != null)
		{
			for(var k : int = 0; k < ambientParticleObjects.length; k++)
			{
				if(ambientParticleObjects[k] == null) continue;
				
                if(ambientParticleObjects[k].name == "dust" || ambientParticleObjects[k].name == "leaves") continue;

				ambientParticleObjects[k].SetActiveRecursively(ambientParticles);
			}
		}
		
		if(_particleQualityMultiplier != particleQualityMultiplier) 
		{	
			UpdateAmbientParticleQuality();
		}
	}
	
	function UpdateAmbientParticleQuality() 
	{
		if(_particleQualityMultiplier != particleQualityMultiplier) 
		{	
			_particleQualityMultiplier = particleQualityMultiplier;	
			
			for(var k : int = 0; k < ambientParticleObjects.length; k++)
			{
				var setting : AmbientParticleSettings = _ambientParticleObjectSettings[k] as AmbientParticleSettings;
					
				if(ambientParticleObjects[k] == null) continue;
				if(!ambientParticleObjects[k].active) continue;			
			
				ambientParticleObjects[k].particleEmitter.minSize = setting.minSize*_particleQualityMultiplier;
				ambientParticleObjects[k].particleEmitter.maxSize = setting.maxSize*_particleQualityMultiplier;
				ambientParticleObjects[k].particleEmitter.minEmission = setting.minEmission*_particleQualityMultiplier;
				ambientParticleObjects[k].particleEmitter.maxEmission = setting.maxEmission*_particleQualityMultiplier;
			}
		}	
	}
	
	function InitializeGameSettings()
	{
		if(initializedGameSettings) return;
		
		//If we are running the game first time, we need to take the current game quality settings
		initializedGameSettings = true;
		
		overallQuality = QualitySettings.currentLevel; 
	
		shadowDistance = QualitySettings.shadowDistance;
	
		masterTextureLimit = QualitySettings.masterTextureLimit;

		anisotropicFiltering = (QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable);
	}
	
	function InitializeSceneSettings()
	{
		if(scenes == null)
		{
			scenes = new SceneSettings[3];
			
			for(var i : int = 0; i < 3; i++)
			{
				scenes *= new SceneSettings();*
  •  	}*
    
  •  }*
    
  •  var currentScene : int;// = Application.loadedLevel;*
    

if(Application.loadedLevelName == “demo_start_cutscene”)
{
currentScene = 0;
}
else if(Application.loadedLevelName == “demo_forest”)
{
currentScene = 1;
}
else if(Application.loadedLevelName == “demo_industry”)
{
currentScene = 2;
}

  •  var cur = scenes[currentScene];*
    
  •  if(!cur.sceneInitialized)*
    
  •  {*
    
  •  	//If this is the first time we entered this level, we need to take the current settings*
    
  •  	//into account...*
    
  •  	//cur.fogDensity = RenderSettings.fogDensity;*
    
  •  	if(nearTerrain != null)*
    
  •  	{*
    
  •  		cur.detailObjectDistance = Mathf.Clamp(nearTerrain.detailObjectDistance, 0.0, 50.0);*
    
  •  		cur.detailObjectDensity = Mathf.Clamp(nearTerrain.detailObjectDensity, 0.0, 1.0);*
    
  •  		cur.treeDistance = Mathf.Clamp(nearTerrain.treeDistance, 200.0, 400.0);*
    
  •  		cur.nearTerrainPixelError = Mathf.Clamp(nearTerrain.heightmapPixelError, 5.0, 50.0);*
    
  •  		cur.terrainTreesBillboardStart = Mathf.Clamp(nearTerrain.treeBillboardDistance, 10.0, 70.0);*
    
  •  		cur.maxMeshTrees = Mathf.Clamp(nearTerrain.treeMaximumFullLODCount, 5, 60);*
    
  •  		cur.heightmapMaximumLOD = nearTerrain.heightmapMaximumLOD;*
    
  •  	}*
    
  •  }*
    
  •  else*
    
  •  {*
    
  •  	//If we have already entered the level, we overwrite current scene settings as* 
    
  •  	//the user may have changed some settings...*
    
  •  	//RenderSettings.fogDensity = cur.fogDensity;*
    
  •  	if(nearTerrain != null)*
    
  •  	{*
    
  •  		nearTerrain.detailObjectDistance = cur.detailObjectDistance;*
    
  •  		nearTerrain.detailObjectDensity = cur.detailObjectDensity;*
    
  •  		nearTerrain.treeDistance = cur.treeDistance;*
    
  •  		nearTerrain.heightmapPixelError = cur.nearTerrainPixelError;*
    
  •  		nearTerrain.treeBillboardDistance = cur.terrainTreesBillboardStart;*
    
  •  		nearTerrain.treeMaximumFullLODCount = cur.maxMeshTrees;*
    
  •  		nearTerrain.heightmapMaximumLOD = cur.heightmapMaximumLOD;*
    
  •  	}*
    
  •  }*
    
  • }*

  • function InitializeCameraSettings()*

  • {*

  •  _dynamicObjectsFarClip = dynamicObjectsFarClip;*
    

_colorCorrection = colorCorrection;
_bloomAndFlares = bloomAndFlares;
_sunShafts = sunShafts;
_depthOfField = depthOfField;
_ssao = ssao;
_clouds = clouds;
_underwater = underwater;
_depthOfFieldAvailable = depthOfFieldAvailable;

  •  _water = water;*
    
  •  if(_particleQualityMultiplier != particleQualityMultiplier)* 
    
  •  {	*
    
  •  	UpdateAmbientParticleQuality();*
    
  •  }*
    
  •  if(cameras != null)*
    
  •  {*
    
  •  	var distances : float[] = new float[32];*
    
  •  	if(dynamicLayers != null)*
    
  •  	{*
    

_ var dynamicDistance : float = (dynamicObjectsFarClip * (dynamicLayersRange.y - dynamicLayersRange.x)) + dynamicLayersRange.x;_

  •  		for(var d : int = 0; d < dynamicLayers.Length; d++)*
    
  •  		{*
    
  •  			if(dynamicLayers[d] >= 0 && dynamicLayers[d] < 32)*
    
  •  			{*
    
  •  				distances[dynamicLayers[d]] = dynamicDistance;*
    
  •  			}*
    
  •  		}*
    
  •  	}*
    

var cCorrection : ColorCorrectionCurves;
var bloomFlares : BloomAndFlares;
var shafts : SunShafts;
var depth : DepthOfField;
var screenSpaceAO : SSAOEffect;
//var cloud : CloudEffects;

//var water : ???

  •  	if(cameras.length > 0)*
    
  •  	{*
    
  •  		for(var c : int = 0; c < cameras.length; c++)*
    
  •  		{*
    
  •  			if(cameras*
    

```c

  • == null) continue;

      				cameras[c].layerCullDistances = distances;
    
                      cameras[c].renderingPath = currentRenderingPath;
                      cameras[c].depthTextureMode = currentDepthTextureMode;
    
                      cCorrection = cameras[c].GetComponent("ColorCorrectionCurves");
                      if(cCorrection != null) cCorrection.enabled = colorCorrection;
    
                      bloomFlares = cameras[c].GetComponent("BloomAndFlares");
                      if(bloomFlares != null) bloomFlares.enabled = bloomAndFlares;
    
                      shafts = cameras[c].GetComponent("SunShafts");
                      if(shafts != null) shafts.enabled = sunShafts;
                      if(shafts && currentDepthTextureMode == DepthTextureMode.None) {
                      	(shafts as SunShafts).useDepthTexture = false;
                      } else if(shafts)
                      	(shafts as SunShafts).useDepthTexture = true;
    
                      depth = cameras[c].GetComponent("DepthOfField");
                      if(depth != null ) depth.available = depthOfFieldAvailable;
    
                      screenSpaceAO = cameras[c].GetComponent("SSAOEffect");
                      if(screenSpaceAO != null) screenSpaceAO.enabled = ssao;
    
                      //cloud = cameras[c].GetComponent("CloudEffects");
                      //if(cloud != null) cloud.enabled = clouds;
      			}
      		}
    
              if(lights != null)
              {
                  for(var l : int = 0; l < lights.length; l++)
                  {
                      if(lights[l] == null) continue;
    
                      lights[l].shadowStrength = (currentRenderingPath == RenderingPath.DeferredLighting) ? 0.75 : 0.65;
                  }
              }
      	}
      }
      
      function Update()
      {
      	if(GameManager.pause || mainMenu)
      	{
      		UpdateAllSettings ();
      	}
      }
      
      function UpdateAllSettings ()
      {
      	UpdateGameQuality();			
      	UpdateSceneQuality();
      	UpdateCameraSettings();
      }
      
      function ApplyCustomQualityLevel(qualityLevel : int)
      {
      	var dObjectDistance : float = 50.0;
      	var dObjectDensity : float = 1.0;
      	var nPError : float = 5.0;
      	var tDistance : float = 400.0;
      	var lod : int = 2;
      	var billboards : float = 70.0;
      	var mTrees : int = 60;
      	var fPError : float = 5.0;
      	
      	switch(qualityLevel)
      	{
      		case 0: //FASTEST
      			ambientParticles = false;
      			particleQualityMultiplier = 0.0;
      			dynamicObjectsFarClip = 0.0;
      			dObjectDistance = 0.0;
      			dObjectDensity = 0.0;
      			nPError = 50.0;
      			tDistance = 200.0;
      			lod = 2;
      			billboards = 10.0;
      			mTrees = 5;
      			fPError = 50.0;
                  currentRenderingPath = RenderingPath.VertexLit;
                   currentDepthTextureMode = DepthTextureMode.None;
                  colorCorrection = false;
                  bloomAndFlares = false;
                  sunShafts = false;
                  depthOfField = false;
                  ssao = false;
                  clouds = false;
                  underwater = false;
                  water = 0;
      			break;
      		case 1: //FAST
      			ambientParticles = false;
      			particleQualityMultiplier = 0.2;
      			dynamicObjectsFarClip = 0.2;
      			dObjectDistance = 10.0;
      			dObjectDensity = 0.1;
      			nPError = 41.0;
      			tDistance = 240.0;
      			lod = 2;
      			billboards = 22.0;
      			mTrees = 16.0;
      			fPError = 41.0;
                  currentRenderingPath = RenderingPath.Forward;
                   currentDepthTextureMode = DepthTextureMode.None;
                  colorCorrection = true;
                  bloomAndFlares = false;
                  sunShafts = false;
                  depthOfField = false;
                  ssao = false;
                  clouds = false;
                  underwater = false;
                  water = 0;
      			break;
      		case 2: //SIMPLE
      			ambientParticles = false;
      			particleQualityMultiplier = 0.3;
      			dynamicObjectsFarClip = 0.4;
      			dObjectDistance = 20.0;
      			dObjectDensity = 0.3;
      			nPError = 32.0;
      			tDistance = 280.0;
      			lod = 1;
      			billboards = 34.0;
      			mTrees = 27.0;
      			fPError = 32.0;
                  currentRenderingPath = RenderingPath.Forward;
                   currentDepthTextureMode = DepthTextureMode.None;
                  colorCorrection = true;
                  bloomAndFlares = false;
                  sunShafts = false;
                  depthOfField = false;
                  ssao = false;
                  clouds = false;
                  underwater = false;
                  water = 0;
      			break;
      		case 3: //GOOD
      			ambientParticles = false;
      			particleQualityMultiplier = 0.4;
      			dynamicObjectsFarClip = 0.6;
      			dObjectDistance = 35.0;
      			dObjectDensity = 0.4;
      			nPError = 23.0;
      			tDistance = 320.0;
      			lod = 1;
      			billboards = 46.0;
      			mTrees = 38.0;
      			fPError = 23.0;
                  currentRenderingPath = RenderingPath.Forward;
                   currentDepthTextureMode = DepthTextureMode.None;
                  colorCorrection = true;
                  bloomAndFlares = true;
                  sunShafts = true;
                  depthOfField = false;
                  ssao = false;
                  clouds = false;
                  underwater = false;
                  water = 0;
      			break;
      		case 4: //BEAUTIFUL
      			ambientParticles = true;
      			particleQualityMultiplier = 0.5;
      			dynamicObjectsFarClip = 0.8;
      			dObjectDistance = 40.0;
      			dObjectDensity = 0.6;
      			nPError = 14.0;
      			tDistance = 360.0;
      			lod = 0;
      			billboards = 58.0;
      			mTrees = 49.0;
      			fPError = 14.0;
                  currentRenderingPath = RenderingPath.DeferredLighting;
                  currentDepthTextureMode = DepthTextureMode.Depth;
                  colorCorrection = true;
                  bloomAndFlares = true;
                  sunShafts = true;
                  depthOfField = true;
                  ssao = false;
                  clouds = true;
                  underwater = true;
                  water = 1;
      			break;
      		case 5: //FANTASTIC
      			ambientParticles = true;
      			particleQualityMultiplier = 1.0;
      			dynamicObjectsFarClip = 1.0;
      			dObjectDistance = 50.0;
      			dObjectDensity = 1.0;
      			nPError = 5.0;
      			tDistance = 400.0;
      			lod = 0;
      			billboards = 70.0;
      			mTrees = 60;
      			fPError = 5.0;
                  currentRenderingPath = RenderingPath.DeferredLighting;
                  currentDepthTextureMode = DepthTextureMode.Depth;
                  colorCorrection = true;
                  bloomAndFlares = true;
                  sunShafts = true;
                  depthOfField = true;
                  ssao = false;
                  clouds = true;
                  underwater = true;
                  water = 1;
      			break;
      	}
    
      	if(scenes != null)
      	{
      		for(var i : int = 0; i < scenes.length; i++)
      		{
      			scenes*.sceneInitialized = true;
      			scenes*.detailObjectDistance = dObjectDistance;
      			scenes*.detailObjectDensity = dObjectDensity;
      			scenes*.nearTerrainPixelError = nPError;
      			scenes*.treeDistance = tDistance;
      			scenes*.heightmapMaximumLOD = lod;
      			scenes*.terrainTreesBillboardStart = billboards;
      			scenes*.maxMeshTrees = mTrees;
      		}
      	}
      }
      
      private function UpdateGameQuality()
      {
      	if(QualitySettings.currentLevel != overallQuality)
      	{
      		QualitySettings.currentLevel = overallQuality;
      		
      		initializedGameSettings = false;
      		
      		ApplyCustomQualityLevel(overallQuality);
      		
      		InitializeGameSettings();
      	}
      	else
      	{
      		if(QualitySettings.shadowDistance != shadowDistance)
      		{
      			QualitySettings.shadowDistance = shadowDistance;
      		}
      		
      		if(QualitySettings.masterTextureLimit != masterTextureLimit)
      		{
      			QualitySettings.masterTextureLimit = masterTextureLimit;
      		}
      		
      		if((QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable) != anisotropicFiltering)
      		{
      			if(anisotropicFiltering)
      			{
      				QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;
      			}
      			else
      			{
      				if(overallQuality < 2)
      				{
      					QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;
      				}
      				else
      				{
      					QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;
      				}
      			}
      		}
      	}
      }
      
      private function UpdateSceneQuality()
      {
      	if(scenes == null) return;
    
      	var currentScene : int;// = Application.loadedLevel;
      	
          if(Application.loadedLevelName == "demo_start_cutscene")
          {
              currentScene = 0;
          }
          else if(Application.loadedLevelName == "demo_forest")
          {
              currentScene = 1;
          }
          else if(Application.loadedLevelName == "demo_industry")
          {
              currentScene = 2;
          }
    
      	if(currentScene < 0 || currentScene >= scenes.Length) return;
      	
      	var cur = scenes[currentScene];
      	if(cur == null) return;
      	
      	if(nearTerrain != null)
      	{
      		if (nearTerrain.detailObjectDistance != cur.detailObjectDistance)
      			nearTerrain.detailObjectDistance = cur.detailObjectDistance;
      		if (nearTerrain.detailObjectDensity != cur.detailObjectDensity)
      			nearTerrain.detailObjectDensity = cur.detailObjectDensity;
      		if (nearTerrain.treeDistance != cur.treeDistance)
      			nearTerrain.treeDistance = cur.treeDistance;
      		if (nearTerrain.heightmapPixelError != cur.nearTerrainPixelError)
      			nearTerrain.heightmapPixelError = cur.nearTerrainPixelError;
      		if (nearTerrain.treeBillboardDistance != cur.terrainTreesBillboardStart)
      			nearTerrain.treeBillboardDistance = cur.terrainTreesBillboardStart;
      		if (nearTerrain.treeMaximumFullLODCount != cur.maxMeshTrees)
      			nearTerrain.treeMaximumFullLODCount = cur.maxMeshTrees;
      		if (nearTerrain.heightmapMaximumLOD != cur.heightmapMaximumLOD)
      			nearTerrain.heightmapMaximumLOD = cur.heightmapMaximumLOD;
      	}
      	
      	if(_ambientParticles != ambientParticles)
      	{
      		_ambientParticles = ambientParticles;
      		
      		if(ambientParticleObjects != null)
      		{
      			for(var k : int = 0; k < ambientParticleObjects.length; k++)
      			{
      				if(ambientParticleObjects[k] == null) continue;
      				
                      if(ambientParticleObjects[k].name == "dust" || ambientParticleObjects[k].name == "leaves") continue;
    
      				ambientParticleObjects[k].SetActiveRecursively(ambientParticles);
      			}
      		}
      	}
      }
      
      private function UpdateCameraSettings()
      {
      	if((_dynamicObjectsFarClip != dynamicObjectsFarClip) || 
              (_colorCorrection != colorCorrection) ||
              (_bloomAndFlares != bloomAndFlares) ||
              (_sunShafts != sunShafts) ||
              (_depthOfField != depthOfField) ||
              (_depthOfFieldAvailable != depthOfFieldAvailable) ||
              (_ssao != ssao) ||
              (_clouds != clouds) ||
              (_underwater != underwater) ||
              (_water != water)  ||
              (_particleQualityMultiplier != particleQualityMultiplier) )
      	{
      		InitializeCameraSettings();
      	}
      }
    

    }


GameManager.js

#pragma strict
#pragma implicit
#pragma downcast

class GameManager extends MonoBehaviour
{
	public var gamePlaySoldier : GameObject;
    public var soldierSmoke : ParticleEmitter;
    public var sarge : SargeManager;

	static public var receiveDamage : boolean;
	static public var pause : boolean;
	static public var scores : boolean;
	static public var time : float;
	static public var running;
	
	public var menu : MainMenuScreen;

    public var PauseEffectCameras : Camera[];
	private var _paused : boolean;

	function Start()
	{
		TrainingStatistics.ResetStatistics();
		
		Screen.lockCursor = true;
		
		running = false;
		pause = false;
		scores = false;
		_paused = false;
		time = 0.0;

        var auxT : Transform;
        var hasCutscene : boolean = false;
        for(var i : int = 0; i < transform.childCount; i++)
        {
            auxT = transform.GetChild(i);

            if(auxT.name == "Cutscene")
            {
                if(auxT.gameObject.active)
                {
                    hasCutscene = true;
                    break;
                }
            }
        }

        if(!hasCutscene)
        {
            StartGame();
        }
	}
	
	function CutsceneStart()
	{
		gamePlaySoldier.SetActiveRecursively(false);
	}
	
	function Update()
	{
		if(!pause && running) time += Time.deltaTime;
		
		if(Input.GetKeyDown(KeyCode.M) || Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.P))
		{
			pause = !pause;
			
			menu.visible = pause;
			
            if(pause)
            {
                Time.timeScale = 0.00001;
            }
            else
            {
                Time.timeScale = 1.0;
            }
		}

        if(_paused != pause)
        {
            _paused = pause;
            CameraBlur(pause);
            
 
        	for(var i : int = 0; i < PauseEffectCameras.Length; i++)
        	{
        		var cam : Camera = PauseEffectCameras*;
            	if (cam == null) continue;
            	if (cam.name != "radar_camera") continue;
            	
            	cam.enabled = !pause;
        	}           
        }
		
		Screen.lockCursor = !pause && !scores;
	}
	
	function StartGame()
	{
		running = true;

        if(gamePlaySoldier != null)
        {
            if(!gamePlaySoldier.active)
            {
		        gamePlaySoldier.SetActiveRecursively(true);
            }
        }

        if(soldierSmoke != null)
        {
            if(GameQualitySettings.ambientParticles)
            {
                soldierSmoke.emit = true;
            }
        }

        if(sarge != null && Application.loadedLevelName == "demo_forest")
        {
            sarge.ShowInstruction("instructions");
		    sarge.ShowInstruction("instructions2");
		    sarge.ShowInstruction("instructions3");
		    sarge.ShowInstruction("instructions4");
		    sarge.ShowInstruction("instructions5");
		    sarge.ShowInstruction("additional_instructions");
        }
	}

    function CameraBlur(state : boolean)
    {
        if(PauseEffectCameras == null) return;
        if(PauseEffectCameras.Length <= 0) return;

        var blurEffect : BlurEffect;

        for(var i : int = 0; i < PauseEffectCameras.Length; i++)
        {
        	var cam : Camera = PauseEffectCameras*;
            if (cam == null) continue;

            blurEffect = cam.GetComponent("BlurEffect") as BlurEffect;
            
            if (blurEffect == null)
            {
                blurEffect = cam.gameObject.AddComponent("BlurEffect") as BlurEffect;
                blurEffect.iterations = cam.gameObject.name.IndexOf("radar") != -1 ? 1 : 2;
                blurEffect.blurSpread = 0.4;
            }    

            blurEffect.enabled = state;
        }
    }
}*

```

I dont know why i have these errors. I mean i have all the MouseLook script thing but what do they mean by it is not found?

Bootcamp should be imported into a blank project with no other assets in there.

1 Answer

1

if you are trying to duplicate Boot Camp project, then you might need to copy the Pre Standard Assets folder from that project. then these error will go off.

Thanks man!