I need help for error fixing.

I got error
Assets\Scenes\Shoot.cs(60,26): error CS1003: Syntax error, ‘,’ expected

Where do I need to put it?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shoot : MonoBehaviour
{
public Transform Gun;
public GameObject Bullet;
public float BulletSpeed;

public Transform ShootPoint;
public float fireRate;
float ReadyForNextShot;
Vector2 direction;
// Start is called before the first frame update
void Start()
{

}
// Update is called once per frame
void Update()
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
direction = mousePos - (Vector2)Gun.position;
FaceMouse();
if(Input.GetMouseButton(0))
{
if(Time.time > ReadyForNextShot)
{
ReadyForNextShot = Time.time + 1/fireRate;
shoot();
}

}
}
void FaceMouse()
{
Gun.transform.right = direction;
}
void shoot()
{
GameObject BulletIns = Instantiate(Bullet, ShootPoint.position, ShootPoint.rotation);
BulletIns.GetComponent().AddForce(BulletIns.transform.right * BulletSpeed);
Destroy(BulletIns.3);
}
}

You are just making typing mistakes. You can fix them all yourself since you made them all. Here’s how:

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

If this isn’t your code…

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!

Finally, when you have errors, don’t post here… just go fix your errors! Start at the top of this post.

Destroy(BulletIns.3);
In here somewhere.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingFloorOnPlayer : MonoBehaviour
{
private Vector3 pos1;
private Vector3 pos2;
public bool lobo = false;
public bool movement;
private float speed = 1.0f;
public System.Single GetSpeed()
{
return Speed1;
}
public void SetSpeed(System.Single value)
{
Speed1 = value;
}
public global::System.Single Speed1 { get => Speed3; set => Speed3 = value; }
public global::System.Single Speed2 { get => Speed3; set => Speed3 = value; }
public global::System.Single Speed3 { get => speed; set => speed = value; }
private void OnCollisionStay2D(Collision2D other)
{
if (other.gameObject.CompareTag(“Player”) && movement)
{
transform.position = Vector3.Lerp(pos1, pos2, Mathf.PingPong(Time.time * GetSpeed(), 1.0f));
}
}
private void OnCollisionExit2D(Collision2D other)
{
if (other.gameObject.CompareTag(“Player”))
{
StartCoroutine(TimeDelay());
lobo = true;
}
}
IEnumerator TimeDelay()
{
yield return new WaitForSeconds(5);

if (lobo)
{
transform.position = new Vector3(97.1, -15, 0);
movement = false;
}
}
}

I can’t fix it I keep getting error argument 1 cannot convert from 'double ’ to float

change this:
new Vector3(97.1, -15, 0);
to
new Vector3(97.1f, -15, 0);

If you type a decimal point like 97.1, then the compiler interprets that as a “double” literal. If you add and f then you are telling the compiler “actually it’s a float literal.”

edit: also, next time you have a question start a NEW thread. Adding your question to the end of someone else’s thread is just confusing.

To elaborate a bit: a “float” is a 32-bit number, and a “double” is a 64-bit number (hence the name: it’s twice as big!).

By default, the C# compiler interprets a decimal number as a double. This is fine for most applications – you get much better precision, and the performance cost is negligible. But, in a game engine, you’re doing a lot of math, and the relative slowness of doubles becomes a problem. Hence, Unity uses floats all over the place.

This causes a problem if you try to do something like…

float x = 1.5;

Converting from a double to a float will lose precision. The compiler will only do this if you explicitly tell it to. Thus, you get an error.