using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class SwingingArm : MonoBehaviour
{
//GameObjects
public GameObject LeftHand;
public GameObject RightHand;
public GameObject CenterEyeCamera;
public GameObject ForwardDirection;
//Vector3 positions
private Vector3 PositionsPreviousFrameLeftHand;
private Vector3 PositionPreviousFrameRightHand;
private Vector3 PlayerPositionThisFrame;
private Vector3 PlayerPositionPreviousFrame;
private Vector3 PositionThisFrameLeftHand;
private Vector3 PositionThisFrameRightHand;
//Speed
public float Speed - 70;
private float HandSpeed;
// Start is called before the first frame update
void Start()
{
//Set original Previous frame positions at start up
PlayerPositionPreviousFrame - transform.position;
PositionsPreviousFrameLeftHand - LeftHand.transform.position;
PositionPreviousFrameRightHand - RightHand.transform.position;
}
// Update is called once per frame
void Update()
{
//Get the forward direction from the center eye camera and set it to the forward direction object
float yRotation -CenterEyeCamera.transform.eulerAngles.y;
ForwardDirection.transform.eulerAngles - new Vector3(0, yRotation, 0);
//Get current positions of hands
PositionThisFrameLeftHand - LeftHand.transform.position;
PositionThisFrameRightHand - RightHand.transform.position;
//position off Player
PlayerPositionThisFrame - transform.position;
//Get distance the hands and player has moved since last frame
var playerDistanceMoved -Vector3.Distance(PlayerPositionThisFrame, PlayerPositionPreviousFrame);
var leftHandDistanceMoved -Vector3.Distance(PositionsPreviousFrameLeftHand, PositionThisFrameLeftHand);
var rightHandDistanceMoved -Vector3.distance(PositionPreviousFrameRightHand, PositionThisFrameRightHand);
//Add them up to get the handspeed from the user minus the movement of the player to neglect the movement of the player from The equation
HandSpeed - ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
if (Time.timeSinceLevelLoad > 1f)
transform.position + -ForwardDirection.transform.forward * Speed * Timeout.deltaTime;
//Set previous positions of hands for the next frame
PositionThisFrameLeftHand - PositionThisFrameRightHand;
//Set player position previous frame
PlayerPositionPreviousFrame - PlayerPositionThisFrame;
}
}
Help would be largely appreciated. error codes are
Assets\SwingingArm.cs(25,24): error CS1003: Syntax error, ‘,’ expected
Assets\SwingingArm.cs(41,25): error CS1002: ; expected
Assets\SwingingArm.cs(51,33): error CS1002: ; expected
Assets\SwingingArm.cs(52,35): error CS1002: ; expected
Assets\SwingingArm.cs(53,36): error CS1002: ; expected
Thanks in advanced
You seem to be using a minus sign - instead of an = sign on all of those lines.
Probably the same problem on line 56 and others.
ok i’ll go through it thanks
haha the tutorial is so low quality that the top line on the = is missing cause of compression lol
Having more trouble… error code
Assets\SwingingArm.cs(60,34): error CS1525: Invalid expression term ‘=’
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class SwingingArm : MonoBehaviour
{
//GameObjects
public GameObject LeftHand;
public GameObject RightHand;
public GameObject CenterEyeCamera;
public GameObject ForwardDirection;
//Vector3 positions
private Vector3 PositionsPreviousFrameLeftHand;
private Vector3 PositionPreviousFrameRightHand;
private Vector3 PlayerPositionThisFrame;
private Vector3 PlayerPositionPreviousFrame;
private Vector3 PositionThisFrameLeftHand;
private Vector3 PositionThisFrameRightHand;
//Speed
public float Speed = 70;
private float HandSpeed;
// Start is called before the first frame update
void Start()
{
//Set original Previous frame positions at start up
PlayerPositionPreviousFrame = transform.position;
PositionPreviousFrameLeftHand = LeftHand.transform.position;
PositionPreviousFrameRightHand = RightHand.transform.position;
}
// Update is called once per frame
void Update()
{
//Get the forward direction from the center eye camera and set it to the forward direction object
float yRotation = CenterEyeCamera.transform.eulerAngles.y;
ForwardDirection.transform.eulerAngles = new Vector3(0, yRotation, 0);
//Get current positions of hands
PositionThisFrameLeftHand = LeftHand.transform.position;
PositionThisFrameRightHand = RightHand.transform.position;
//position off Player
PlayerPositionThisFrame = transform.position;
//Get distance the hands and player has moved since last frame
var playerDistanceMoved = Vector3.Distance(PlayerPositionThisFrame, PlayerPositionPreviousFrame);
var leftHandDistanceMoved = Vector3.Distance(PositionsPreviousFrameLeftHand, PositionThisFrameLeftHand);
var rightHandDistanceMoved = Vector3.distance(PositionPreviousFrameRightHand, PositionThisFrameRightHand);
//Add them up to get the handspeed from the user minus the movement of the player to neglect the movement of the player from The equation
HandSpeed - ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
if (Time.timeSinceLevelLoad > 1f)
transform.position + = ForwardDirection.transform.forward * Speed * Time.deltaTime;
//Set previous positions of hands for the next frame
PositionsPreviousFrameLeftHand = PositionThisFrameLeftHand;
PositionPreviousFrameRightHand = PositionThisFrameRightHand;
//Set player position previous frame
PlayerPositionPreviousFrame - PlayerPositionThisFrame;
}
}
+= is a single operator, so it can’t have a space between the two. (Basically this means, “add (stuff to the right) to transform.position”)