I am in need of some coding help

So it is saying that ‘Private’ modifier is not valid for this item. I’m just getting into C# and have no clue what is wrong with what i have. Any help would be appreciated.

heres the code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class Movement : MonoBehaviour



    public LayerMask groundLayers;

    public float forwardForce = 500f;

    public float speed = 5;

    public float jumpForce = 7;

    private Rigidbody rb;

    private CubeCollider col;

    #region Monobehaviour API

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        col = GetComponent<CubeCollider>();

    }

    void Update()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical);

        rb.AddForce(movement * speed);

        if (IsGrounded() && Input.GetKeyDown(KeyCode.Space))
        {
            rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }

        if (Input.GetKeyDown("c"))
        {
            rb.AddForce(0, JumpForce * Time.deltaTime, 0);
        }
        if (Input.GetKey("w"))
        {
            rb.AddForce(0, 0, forwardForce * Time.deltaTime);
        }
        if (Input.GetKey("d"))
        {
            rb.AddForce(forwardForce * Time.deltaTime, 0, 0);
        }
        if (Input.GetKey("a"))
        {
            rb.AddForce(-forwardForce * Time.deltaTime, 0, 0);
        }
        if (Input.GetKey("s"))
        {
            rb.AddForce(0, 0, -forwardForce * Time.deltaTime);
        }
    }

    private bool IsGrounded()
{
    return Physics.CheckCapsule(col.bounds.center, new Vector3(col.bounds.center.x, col.bounds.min.y, col.bounds.center.z), col.radius * .9f, groundLayers);
}

#endregion

You are completely missing the opening and closing brackets for your class.

public class Movement : MonoBehaviour
{

}

This whole script is going to be problematic, as you are doing Physics in Update() plus you are scaling your forces by Time.deltaTime.

Not only that but you are reading input and adding forces. Usually one reads inputs and sets velocity directly.

I’m not even sure what will ultimately come of it all but it is unlikely to be what you expect.

You may wish to review the basics of reading input in Update() and processing physics properly in FixedUpdate(), and NOT using Time.deltaTime when applying forces in Physics.

Also, I have never heard of a CubeCollider… is that your own class??

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!