I'm trying to make a working pickup/drop script, but I just can't figure out these Errors!

Bugs I can’t figure out:

  1. Assets/PickupDrop.cs(13,2): error CS1519: Unexpected symbol `{’ in class, struct, or interface member declaration
  2. Assets/PickupDrop.cs(13,14): error CS1519: Unexpected symbol `for’ in class, struct, or interface member declaration
  3. Assets/PickupDrop.cs(13,30): error CS1519: Unexpected symbol `}’ in class, struct, or interface member declaration
  4. Assets/PickupDrop.cs(14,7): error CS0116: A namespace can only contain types and namespace declarations
  5. Assets/PickupDrop.cs(21,2): error CS8025: Parsing error

And the script is as following:

using UnityEngine;
using System.Collections;

public class PickupDrop : MonoBehaviour
{
 public float pickupDistance = 2.0f;
 public float holdDistance = 2.0f;
 
 private bool isHoldingSomething = false;
 private GameObject heldObject;
 

 {Use this for initialization}
 void Start ()
 {
 
 }
 
 // Update is called once per frame
 void Update =(0)
 {
  RaycastHit hitInfo;
  
  if(isHoldingSomething)
  {
   We are not holding an object
   if(Physics.Raycast(transform.position, transform.forward, out hitInfo, pickupDistance))
   {
    if(Input.GetMouseButtonDown(o))
    {
     if(hitInfo.collider.tag "Interactive")
     {
      hitInfo.collider.transform.parent = transform.parent;
      hitInfo.collider.rigidbody.isKinematic = true;
      
      Vector3 newPosition = transform.position;
      newPosition += transform.forward * holdDistance;
      hitInfo.collider.transform.position = newPosition;
      
      heldObject = hitInfo.collider.gameObject;
      isHoldingSomething = true;
     }
    }
   }
  }
  else
  {
   We are holding an object
   Vector3 newPosition = transform.position;
   newPosition += transform.forward * holdDistance;
   heldObject.transform.position = newPosition;
   
   if(Input.GetMouseButtonDown(o))
   {
    heldObject.rigidbody.isKinematic = false;
    heldObject.transform.parent = null;
    heldObject = null;
    isHoldingSomething = false;
   }
  }
  
 }
}

Thanks!

{Use this for initialization}

This one is obvious…

Use // for comments in a script

I have tried that before but it doesn’t seem to make it work.