It dont recognize this Awake , protected override void Awake()

protected override void Awake()
{
base.Awake();

		AddNetworkVariable (() => m_Move, x => m_Move = (Vector3)x);
		AddNetworkVariable (() => m_Jump, x => m_Jump = (bool)x);

	}

What is the question? If you want to know what "protected" or "override" mean, Google is your friend ["protected C#"][1] ["override C#"][2] [1]: https://msdn.microsoft.com/en-us/library/bcd5672a.aspx [2]: https://msdn.microsoft.com/en-us/library/ebca9ah3.aspx

1 Answer

1

I dont understAND WHY GIVES THIS ERROR
assets/123ThirdPersonUserControl.cs(16,41): error CS0115: `UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl.Awake()’ is marked as an override but no suitable method found to override

[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : NetworkedMonoBehavior
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.

	protected override void Awake()
	{
		base.Awake();

		AddNetworkVariable (() => m_Move, x => m_Move = (Vector3)x);
		AddNetworkVariable (() => m_Jump, x => m_JUmp = (bool)x);

	}
    protected override void Start() // Network
    {
		base.StartCoroutine ();
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }

        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<ThirdPersonCharacter>();
    }

	protected override void Update()
    {
		base.Update();
        if (!m_Jump)
        {
            m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
        }
    }

    // Fixed update is called in sync with physics
    private void FixedUpdate()
    {
		if (!OwnerId) {
			m_Character.Move (m_Move, m_Jump);
			return;
		}
        // read inputs
        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
        bool crouch = Input.GetKey(KeyCode.C);

        // calculate move direction to pass to character
        if (m_Cam != null)
        {
            // calculate camera relative direction to move:
            m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
            m_Move = v*m_CamForward + h*m_Cam.right;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            m_Move = v*Vector3.forward + h*Vector3.right;
        }

#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

        // pass all parameters to the character control script
        m_Character.Move(m_Move, crouch, m_Jump);
        m_Jump = false;
    }
}

}