I screwed up bad I dont know how to fix

I switched the word main and camera around I think… and now i switched it back its giving me a bogus error. please tell me how to fix if I don’t know IM SCREWED because theres no way to undo it because I saved and exited by accident…

using System.Threading;

[AddComponentMenu(“VoxelEngine/WorldGenerator”)]
public class WorldGenerator : MonoBehaviour {

private Map map;
private ColumnMap columnMap = new ColumnMap();
private TerrainGenerator terrainGenerator;
private TreeGenerator[] treeGenerator;
private bool building = false;


void Awake() {
	map = GetComponent<Map>();
	terrainGenerator = new TerrainGenerator(map);
	
	Block[] woodBlocks = map.GetBlockSet().GetBlocks("Wood");
	Block[] leavesBlocks = map.GetBlockSet().GetBlocks("Leaves");
	
	treeGenerator = new TreeGenerator[ Math.Max(woodBlocks.Length, leavesBlocks.Length) ];
	for(int i=0; i<treeGenerator.Length; i++) {
		Block wood = woodBlocks[ i%woodBlocks.Length ];
		Block leaves = leavesBlocks[ i%leavesBlocks.Length ];
		treeGenerator *= new TreeGenerator(map, wood, leaves);*
  •   }*
    
  • }*

  • void Update() {*

  •   if(!building) StartCoroutine( Building() );*
    
  • }*

  • private IEnumerator Building() {*

  •   building = true;*
    
  •   Vector3 pos = Camera.CameraMain.transform.position;*
    
  •   Vector3i current = Chunk.ToChunkPosition( (int)pos.x, (int)pos.y, (int)pos.z );*
    
  •   Vector3i? column = columnMap.GetClosestEmptyColumn(current.x, current.z, 7);*
    
  •   if(column.HasValue) {*
    
  •   	int cx = column.Value.x;*
    
  •   	int cz = column.Value.z;*
    
  •   	columnMap.SetBuilt(cx, cz);*
    
  •   	yield return StartCoroutine( GenerateColumn(cx, cz) );*
    
  •   	yield return null;*
    
  •   	ChunkSunLightComputer.ComputeRays(map, cx, cz);*
    
  •   	ChunkSunLightComputer.Scatter(map, columnMap, cx, cz);*
    
  •   	terrainGenerator.GeneratePlants(cx, cz);*
    
  •   	yield return StartCoroutine( BuildColumn(cx, cz) );*
    
  •   }*
    
  •   building = false;*
    
  • }*

  • private IEnumerator GenerateColumn(int cx, int cz) {*

  •   yield return StartCoroutine( terrainGenerator.Generate(cx, cz) );*
    
  •   yield return null;*
    
  •   if(treeGenerator.Length > 0) {*
    

int x = cx * Chunk.SIZE_X + Chunk.SIZE_X/2;
int z = cz * Chunk.SIZE_Z + Chunk.SIZE_Z/2;

  •   	int y = map.GetMaxY(x, z)+1;*
    
  •   	int index = UnityEngine.Random.Range( 0, treeGenerator.Length );*
    
  •   	treeGenerator[index].Generate(x, y, z);*
    
  •   }*
    
  • }*

  • public IEnumerator BuildColumn(int cx, int cz) {*

  •   List3D<Chunk> chunks = map.GetChunks();*
    
  •   for(int cy=chunks.GetMinY(); cy<chunks.GetMaxY(); cy++) {*
    
  •   	Chunk chunk = map.GetChunk( new Vector3i(cx, cy, cz) );*
    
  •   	if(chunk != null) chunk.GetChunkRendererInstance().SetDirty();*
    
  •   	if(chunk != null) yield return null;*
    
  •   }*
    
  • }*

}

I immediately noticed an error in the code:

Vector3 pos = Camera.CameraMain.transform.position;

Should be:

Vector3 pos = Camera.main.transform.position;

That’s likely your problem.

In future, please post the error you’re seeing. Also, use a specific title. “I screwed up bad I dont know how to fix” is a really bad title, since it does not describe any part of the problem, only that you have a problem.