Im stuck on this one, can someone help! kind of new so I don't really know much

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{

[Header(“Speed”)]
//Speed veriables
[SerializeField]
private CharacterController controller;

[SerializeField]
private float speed = 0f;

[SerializeField]
private float gainSpeed = 0.03f * Time.deltaTime;

[SerializeField]
private float finalSpeed = 7.5f;

[Header(“Gravity”)]
//Gravity
Vector3 velocity;

[SerializeField]
private float gravity = -9.8f;

[Header(“Ground Check”)]
//Ground check
[SerializeField]
private Transform groundCheck;

[SerializeField]
private float groundDistance = 0.4f;

[SerializeField]
private LayerMask groundMask;

public bool isGrounded;

[Header(“Jumping Veriables”)]
//jumping
[SerializeField]
private float jumpingHight = 30f;

void Update()
{
//Gound Check
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}

//Gravity
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);

//Moving
float x = Input.GetAxis(“Horizontal”);
float z = Input.GetAxis(“Vertical”);
Vector3 move = transform.right * x + transform.forward * z;

//Jumping
if (Input.GetButtonDown(“Jump”) && isGrounded)
{
Debug.Log(“works”);
velocity.y = Mathf.Sqrt(jumpingHight * -2f * gravity);
}

//Acceleration machanic - made for scary moments, it adds to the experiance and scare a little bit
if (x > 0 || z > 0 || x < 0 || z < 0 && isGrounded)
{
speed += gainSpeed;

if (speed > finalSpeed)
{
speed = finalSpeed;
controller.Move(move * speed * Time.deltaTime);
}

controller.Move(move * speed * Time.deltaTime);
}
else
{
speed = gainSpeed * 2;
}

}
}

I forgot to say I problem when I ran the script something came up

get_deltaTime is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour ‘Player’ on game object ‘Player’.
See the “Script Serialization” page in the Unity Manual for further details.

I don’t really understand anything of what the hell it is saying so I realy stuck

@viphougaming Please use Code Tags and paste the exact error, it will tell us the line number. But this code is suspect, you have an extra line between the if/else

if (speed > finalSpeed)
{
speed = finalSpeed;
controller.Move(move * speed * Time.deltaTime);
}

controller.Move(move * speed * Time.deltaTime); // <--  here
}
else
{
speed = gainSpeed * 2;
}

It sounds like you are in danger of wasting a lot of time with this approach. Let me help you avoid that!

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly:

Tutorials are a GREAT idea. Tutorials should be used this way:

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 single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. 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 it. Google is your friend here. Do NOT continue until you fix the error. The 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…

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.

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.

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.

Thanks, Like I said I’m super new to code and I was really interested in unity, your advice seems important I will keep it in mind

This is a field:

[SerializeField]
private float gainSpeed = 0.03f * Time.deltaTime;

This part is a field initializer:

= 0.03f * Time.deltaTime;

as the name suggests, it initializes the field once when the object is created. You used Time.deltaTime here which, as the error said, is not allowed inside a field initializer. The error also suggests what you may want to do otherwise.

However the error of course has no idea what you actually want to do, so the advice is misleading because your usage of Time.deltaTime to initialize a field is already logically wrong. Time.deltaTime is a dynamic value that changes every frame and represents the time the last frame took to process. Reading Time.deltaTime just once makes no sense. It has to be used every frame inside Update. So your field initializer should look like this:

[SerializeField]
private float gainSpeed = 0.03f;

and inside your Update, this line:

speed += gainSpeed;

should be this instead:

speed += gainSpeed * Time.deltaTime;