Im following a brackeys tutorial (Multiplayer FPS) and its not letting me multiply at a part of the code that he was able to multiply

I’m trying to setup the one point it’s needed to multiply vector3.up * _thrustforce but it says that’s not allowed to be multiplied. Please help

Also here is my code and the area with the arrows is the specific area that isnt working

[SerializeField]
private float speed = 5f;
[SerializeField]
private float lookSensitivity = 3f;

[SerializeField]
private float _thrusterForce = 1000f;

private PlayerMotor motor;

void Start()
{
    motor = GetComponent<PlayerMotor>();
}

void Update()
{
    float xMov = Input.GetAxisRaw("Horizontal");
    float zMov = Input.GetAxisRaw("Vertical");

    Vector3 movHorizontal = transform.right * xMov;
    Vector3 movVertical = transform.forward * zMov;

    Vector3 _velocity = (movHorizontal + movVertical).normalized * speed;

    motor.Move(_velocity);

    //Turning left and right
    float yRot = Input.GetAxisRaw("Mouse X");

    Vector3 _rotation = new Vector3(0f, yRot, 0f) * lookSensitivity;

    //Applying Rotation
    motor.Rotate(_rotation);

    //Turning up and down
    float xRot = Input.GetAxisRaw("Mouse Y");

    Vector3 _cameraRotation = new Vector3(xRot, 0f, 0f) * lookSensitivity;

    //Applying Rotation
    motor.RotateCamera(_cameraRotation);

    //Calculate the thrusterforce based on input
    Vector3 _thrusterForce = Vector3.zero;
    if (Input.GetButton ("Jump"))
    {
        >>>>>_thrusterForce = Vector3.up * _thrusterForce;<<<<<<
    }

    //Apply Thrust
    motor.ApplyThruster(_thrusterForce);

}

}

You define _thrusterForce as a float class variable. However, you also define _thrusterForce as a Vector3 local variable inside Update() (line 45).
Since the ‘*’ multiplication operator for Vector3 multiplies a vector3 by a number, you are in fact multiplying 2 vector3’s together, which is not allowed.
I think you should probably change the name of the local variable at line 45 to, say _thrusterForceVector, and use _thrusterForceVector = Vector3.up * _thrusterForce;