how do i fix (error CS1010 Newline in constant)

I made these 2 scripts and when I finished them they both got the same errors and I don’t know what they are from.
alt text

and here is the scripts.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Chunk : MonoBehaviour {
	
	public GameObject worldGO;
	private World world;
	
	private List<Vector3> newVertices = new List<Vector3>();
	private List<int> newTriangles = new List<int>();
	private List<Vector2> newUV = new List<Vector2>();
	
	private float tUnit = 0.25f;
	private Vector2 tStone = new Vector2 (1, 0);
	private Vector2 tGrass = new Vector2 (0, 1);
	private Vector2 tGrassTop = new Vector2 (1, 1);
	
	private Mesh mesh;
	private MeshCollider col;
	
	private int faceCount;
	
	public int chunkSize=16;
	
	public int chunkX;
	public int chunkY;
	public int chunkZ;
	
	// Use this for initialization
	void Start () { 
		
		world=worldGO.GetComponent(\"World\") as World;
   
  mesh = GetComponent<MeshFilter> ().mesh;
  col = GetComponent<MeshCollider> ();
   
  GenerateMesh();
   
   
 }
  
 // Update is called once per frame
 void Update () {
   
 }
  
 void GenerateMesh(){
   
  for (int x=0; x<chunkSize; x++){
   for (int y=0; y<chunkSize; y++){
    for (int z=0; z<chunkSize; z++){
     //This code will run for every block in the chunk
      
     if(Block(x,y,z)!=0){
      if(Block(x,y+1,z)==0){
       //Block above is air
       CubeTop(x,y,z,Block(x,y,z));
      }
       
      if(Block(x,y-1,z)==0){
       //Block below is air
       CubeBot(x,y,z,Block(x,y,z));
        
      }
       
      if(Block(x+1,y,z)==0){
       //Block east is air
       CubeEast(x,y,z,Block(x,y,z));
        
      }
       
      if(Block(x-1,y,z)==0){
       //Block west is air
       CubeWest(x,y,z,Block(x,y,z));
        
      }
       
      if(Block(x,y,z+1)==0){
       //Block north is air
       CubeNorth(x,y,z,Block(x,y,z));
        
      }
       
      if(Block(x,y,z-1)==0){
       //Block south is air
       CubeSouth(x,y,z,Block(x,y,z));
        
      }
       
     }
      
    }
   }
  }
   
  UpdateMesh ();
 }
  
 byte Block(int x, int y, int z){
  return world.Block(x+chunkX,y+chunkY,z+chunkZ);
 }
  
 void CubeTop (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x,  y,  z + 1));
  newVertices.Add(new Vector3 (x + 1, y,  z + 1));
  newVertices.Add(new Vector3 (x + 1, y,  z ));
  newVertices.Add(new Vector3 (x,  y,  z ));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrassTop;
  }
   
  Cube (texturePos);
   
 }
  
 void CubeNorth (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x + 1, y-1, z + 1));
  newVertices.Add(new Vector3 (x + 1, y, z + 1));
  newVertices.Add(new Vector3 (x, y, z + 1));
  newVertices.Add(new Vector3 (x, y-1, z + 1));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrass;
  }
   
  Cube (texturePos);
   
 }
  
 void CubeEast (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x + 1, y - 1, z));
  newVertices.Add(new Vector3 (x + 1, y, z));
  newVertices.Add(new Vector3 (x + 1, y, z + 1));
  newVertices.Add(new Vector3 (x + 1, y - 1, z + 1));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrass;
  }
   
  Cube (texturePos);
   
 }
  
 void CubeSouth (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x, y - 1, z));
  newVertices.Add(new Vector3 (x, y, z));
  newVertices.Add(new Vector3 (x + 1, y, z));
  newVertices.Add(new Vector3 (x + 1, y - 1, z));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrass;
  }
   
  Cube (texturePos);
   
 }
  
 void CubeWest (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x, y- 1, z + 1));
  newVertices.Add(new Vector3 (x, y, z + 1));
  newVertices.Add(new Vector3 (x, y, z));
  newVertices.Add(new Vector3 (x, y - 1, z));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrass;
  }
   
  Cube (texturePos);
   
 }
  
 void CubeBot (int x, int y, int z, byte block) {
   
  newVertices.Add(new Vector3 (x,  y-1,  z ));
  newVertices.Add(new Vector3 (x + 1, y-1,  z ));
  newVertices.Add(new Vector3 (x + 1, y-1,  z + 1));
  newVertices.Add(new Vector3 (x,  y-1,  z + 1));
   
  Vector2 texturePos=new Vector2(0,0);
   
  if(Block(x,y,z)==1){
   texturePos=tStone;
  } else if(Block(x,y,z)==2){
   texturePos=tGrass;
  }
   
  Cube (texturePos);
   
 }
  
 void Cube (Vector2 texturePos) {
   
  newTriangles.Add(faceCount * 4  ); //1
  newTriangles.Add(faceCount * 4 + 1 ); //2
  newTriangles.Add(faceCount * 4 + 2 ); //3
  newTriangles.Add(faceCount * 4  ); //1
  newTriangles.Add(faceCount * 4 + 2 ); //3
  newTriangles.Add(faceCount * 4 + 3 ); //4
   
  newUV.Add(new Vector2 (tUnit * texturePos.x + tUnit, tUnit * texturePos.y));
  newUV.Add(new Vector2 (tUnit * texturePos.x + tUnit, tUnit * texturePos.y + tUnit));
  newUV.Add(new Vector2 (tUnit * texturePos.x, tUnit * texturePos.y + tUnit));
  newUV.Add(new Vector2 (tUnit * texturePos.x, tUnit * texturePos.y));
   
  faceCount++; // Add this line
 }
  
 void UpdateMesh ()
 {
   
  mesh.Clear ();
  mesh.vertices = newVertices.ToArray();
  mesh.uv = newUV.ToArray();
  mesh.triangles = newTriangles.ToArray();
  mesh.Optimize ();
  mesh.RecalculateNormals ();
   
  col.sharedMesh=null;
  col.sharedMesh=mesh;
   
  newVertices.Clear();
  newUV.Clear();
  newTriangles.Clear();
  faceCount=0;
   
 }
}

and script 2
using UnityEngine;
using System.Collections;

public class World : MonoBehaviour {
	
	public GameObject chunk;
	public GameObject[,,] chunks;
	public int chunkSize=16;
	
	public byte[,,] data;
	public int worldX=16;
	public int worldY=16;
	public int worldZ=16;
	
	// Use this for initialization
	void Start () {
		
		data = new byte[worldX,worldY,worldZ];
		
		for (int x=0; x<worldX; x++){
			for (int z=0; z<worldZ; z++){
				int stone=PerlinNoise(x,0,z,10,3,1.2f);
				stone+= PerlinNoise(x,300,z,20,4,0)+10;
				int dirt=PerlinNoise(x,100,z,50,3,0)+1;
				
				for (int y=0; y<worldY; y++){
					if(y<=stone){
						data[x,y,z]=1;
					} else if(y<=dirt+stone){
						data[x,y,z]=2;
					}
					
				}
			}
		}
		
		
		chunks=new GameObject[Mathf.FloorToInt(worldX/chunkSize),Mathf.FloorToInt(worldY/chunkSize),Mathf.FloorToInt(worldZ/chunkSize)];
		
		for (int x=0; x<chunks.GetLength(0); x++){
			for (int y=0; y<chunks.GetLength(1); y++){
				for (int z=0; z<chunks.GetLength(2); z++){
					
					chunks[x,y,z]= Instantiate(chunk,new Vector3(x*chunkSize,y*chunkSize,z*chunkSize),new Quaternion(0,0,0,0)) as GameObject;
					Chunk newChunkScript= chunks[x,y,z].GetComponent(\"Chunk\") as Chunk;
     newChunkScript.worldGO=gameObject;
     newChunkScript.chunkSize=chunkSize;
     newChunkScript.chunkX=x*chunkSize;
     newChunkScript.chunkY=y*chunkSize;
     newChunkScript.chunkZ=z*chunkSize;
      
    }
   }
  }
   
 }
  
 int PerlinNoise(int x,int y, int z, float scale, float height, float power){
  float rValue;
  rValue=Noise.GetNoise (((double)x) / scale, ((double)y)/ scale, ((double)z) / scale);
  rValue*=height;
   
  if(power!=0){
   rValue=Mathf.Pow( rValue, power);
  }
   
  return (int) rValue;
 }
  
  
 // Update is called once per frame
 void Update () {
  
 }
  
 public byte Block(int x, int y, int z){
   
  if( x>=worldX || x<0 || y>=worldY || y<0 || z>=worldZ || z<0){
   return (byte) 1;
  }
   
  return data[x,y,z];
 }
}

world=worldGO.GetComponent("World") as World;

Should be:

world=worldGO.GetComponent("World") as World;

You don’t want to escape the quotes around your literal string.

Look for something similar on the line reported in you other error as well.