Invalid token '=' in class, record, struct, or interface member declaration Problem

For some reason, disregarding the fact that I did everything that a youtube tutorial what teaching me to do, it gives me “Invalid token ‘=’ in class, record, struct, or interface member declaration.” Here’s my code.

using UnityEngine;

public class playerController : MonoBehaviour
{
    [SerializeField] private float speed;
    private Rigidbody2D body;
    private Animator anim;
    private bool grounded;


    private void Awake()
    {
      body = GetComponent<Rigidbody2D>();
      anim = GetComponent<Animator>();
    }

    private void Update()
    {
      float horizontalInput = Input.GetAxis("Horizontal");
      body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);

      if (horizontalInput> 0.01f)
        transform.localScale = Vector3.one;
      else if (horizontalInput< -0.01)
        transform.localScale = new Vector3(-1,1,1);

      if(Input.GetKey(KeyCode.Z) && grounded)
        jump();

      anim.SetBool("run", horizontalInput != 0);
      anim.SetBool("grounded", grounded);

    }

    private void jump()
    {
    body.velocity = new Vector2(body.velocity.x, 5);
    grounded = false;
    }

    private (onCollisionEnter2D(Collision2D collision))
    {
    if(collision.gameObject.tag = "ghitbox")
      grounded = true;
     
    }
}

Does anyone know what’s going on?

If you had provided the whole error message it would be easier to find the error, however I am going to say it is line 43:
if(collision.gameObject.tag = "ghitbox")
To do comparisons you should be using ==

1 Like

Actually… no, you didn’t.

What is going on is typos. Yes, you are making typing mistakes. Don’t do that… it will seriously slow you down because 100% of all typos MUST be fixed first.

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…

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.

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.

Please ask general scripting questions on the Scripting forum please. I’ll move your post for you.

The 2D forum is for 2D specific posts, not any issue while making a 2D game.

Thanks!

Can you specify those typos?

You said that you are following a tutorial, so surely you can find your own typos? Just go through each line and compare with what is in the tutorial and you should be able to find all your mistakes.

1 Like

Uhm, @BABIA_GameStudio already pointed out the / one error in your code. We’re not human code compilers / checkers. If I want to know if there’s an error in the code I let it compile by the compiler and it tells me if there’s an error and where the error is. You have this information and you have not shared this information with us. So you want us to check your code for you?

The error message you get from the compiler tells you the exact line as well as character in that line where the compiler noticed the issue. That doesn’t always have to be the exact position, but it has to be around there, usually before that position as the compiler also reads your code top to bottom, left to right. As soon as the compiler reaches a point where the code doesn’t make sense anymore it would error out. Though the issue may have been earlier (like a missing closing bracket or a missing semicolon or something) so that the issue would be noticed later down the line.