I forgot how to use my own script? please help.

This is rather embassising but ive forgotton how to use my own scripts :smile: a cupple of months ago i made these now ive completely forgotten how to use the second one, i was quite sure that i just needed to make a prefab for tail and connect it but ive had no luck :frowning: it just goes mental and now it dosent even instantiate the tail segment, its possible that the scripts been broken but i have a perfectly working build on my phone. I know this is a big ask but dose anyone know how to make this have the desired effect?(how to use it) this is an old web build of it working: hear

and this is the script for movement, this one works i just put it onto a cube that had a chiled called “Defunk”:

private var Inputing : Vector2;
private var oldpos : Vector3;
private var curpos = Vector3;
//static var ismove = false;
function start ()
{
if(Application.platform == RuntimePlatform.Android)
{
Inputing = (Input.GetTouch(0).position);
}
else
{
Inputing = Input.mousePosition;
}
}

function Update () 
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
var hit : RaycastHit;
if (Physics.Raycast (ray,hit)) 
{
var point: Vector3 = hit.point;
point.y = 1.5;
//print("Z="+point.z+",X="+point.x+",Y="+point.y);
transform.LookAt(point);
transform.position = (point);//this is the cause i think
}
}

and this is the script that controlls everything else? but i cant get it to work correctly:

var sizeY = 20;


function OnCollisionEnter(collision : Collision)
{
if(collision.gameObject.tag == "food")  
{
//food starts hear
var foodeat = collision.gameObject;
Destroy (foodeat);
var position : Vector3 = Vector3(Random.Range(-sizeX, sizeX), 1, Random.Range(-sizeY, sizeY));
Instantiate(food, position, Quaternion.identity);
//tail starts hear
var inspont = tail.transform.Find("Defunk");// finds Defunk
var tailpos = inspont.transform.position; //tail position identifide
var tailsegmade = Instantiate(tailsegment,tailpos , Quaternion.identity); //create segment at tail position
var tailsegridge = tail.rigidbody; // tailsegridge is tails rigidbody
tailsegmade.hingeJoint.connectedBody = tailsegridge; //conects tailsegment to tail
tail = tailsegmade; //tail now is tailsegment
}
//else if(collision.gameObject.tag == "edge")  
//{
//Destroy (gameObject);
//}
//else if(collision.gameObject.tag == "Tail")  
//{
//Destroy (gameObject);
//}
}

Sorry for this :frowning: but i just cant figure it out.

Never mind i got it working :smile: im unsure why it wasent working before though.