Jumping, Falling and Landing 2D

Hi! I am young and also new with Unity, and I am trying to do a 2D platform game.

First of all, I’m just going to apologise for my bad english, because I am French, but I hope everything is going to be understood!

Okay… For now, my character can move around perfectly. As you may presume I am not coding all alone, I’m following a tutorial series on CasanisPlays’ channel, and for now everything worked perfectly. But I did everything like he showed in his video ( 2D Prototyping in Unity - Tutorial - Platformer - Player Jump Code - YouTube ), and I am still having 2 errors. I tried for days to fix it, I commented on the video, but no answers and I find this quite sad because making the character jump is a base, and I can’t continue to do my game because of those errors. So if someone could fix it and send in the comments the fixed version, I will be so happy !!!

1st one :(11,38): error CS1519: Unexpected symbol `2’ in class, struct, or interface member declaration

Second one :(46,13): error CS1525: Unexpected symbol `float’

Here is my script (C#)

using UnityEngine;
using System.Collections;

public class playerControllet : MonoBehaviour {

//movement variables 
public float maxSpeed;

//jumping variables
bool grounded = false;
float groundCheckRadius = 0,2f;
public LayerMask groundLayer;
public Transform groundCheck;
public float jumpHeight;

Rigidbody2D myRB;
Animator myAnim;
bool facingRight;

// Use this for initialization
void Start () {
    myRB = GetComponent<Rigidbody2D>();
    myAnim = GetComponent<Animator>();

    facingRight = true;

}

// Update is called once per frame
void Update(){
	if(grounded && Input.GetAxis("Jump")>0){
		grounded = false;
		myAnim.SetBool ("isGrounded",grounded);
		myRB.AddForce(new Vector2(0,jumpHeight));
    }
}

void FixedUpdate() {

	//check if we are grounded - if no, then we are falling
	grounded = Physics2D.OverlapCircle(groundCheck.position,groundCheckRadius,groundLayer);
	myAnim.SetBool ("isGrounded",grounded);

	myAnim.SetFloat("VerticalSpeed", myRB.velocity.y)

    float move = Input.GetAxis("Horizontal");
    myAnim.SetFloat("Speed", Mathf.Abs(move));

    myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);

    if (move > 0 && !facingRight) {
        flip();
    } else if (move < 0 && facingRight) {
        flip();
    }
}
void flip()
{
    facingRight = !facingRight;
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
}

}

The problem that is causing errors are just simple mistakes that are super easy to make. The first one is when you declare groundCheckRadius you use a comma instead of a period for the value. The next one is just a missing semi-colon on line 39 after myAnim.SetFloat("VerticalSpeed", myRB.velocity.y).

An image highlighting the problems:

Here is the script back to you in %100 working order:

using UnityEngine; 
using System.Collections;

public class playerControllet : MonoBehaviour {
     //movement variables 
     public float maxSpeed;
     //jumping variables
     bool grounded = false;
     float groundCheckRadius = 0.2f;
     public LayerMask groundLayer;
     public Transform groundCheck;
     public float jumpHeight;
     Rigidbody2D myRB;
     Animator myAnim;
     bool facingRight;
     // Use this for initialization
     void Start () {
         myRB = GetComponent<Rigidbody2D>();
         myAnim = GetComponent<Animator>();
         facingRight = true;
     
     }
     // Update is called once per frame
     void Update(){
         if(grounded && Input.GetAxis("Jump")>0){
             grounded = false;
             myAnim.SetBool ("isGrounded",grounded);
             myRB.AddForce(new Vector2(0,jumpHeight));
         }
     }
     void FixedUpdate() {
         //check if we are grounded - if no, then we are falling
         grounded = Physics2D.OverlapCircle(groundCheck.position,groundCheckRadius,groundLayer);
         myAnim.SetBool ("isGrounded",grounded);
         myAnim.SetFloat("VerticalSpeed", myRB.velocity.y);
         float move = Input.GetAxis("Horizontal");
         myAnim.SetFloat("Speed", Mathf.Abs(move));
         myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);
         if (move > 0 && !facingRight) {
             flip();
         } else if (move < 0 && facingRight) {
             flip();
         }
     }
     void flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
}