# Keep Getting Error CS0131

Hey so I’m very new to Unity, and know very little code (a lot of what I have was written straight from tutorials), so maybe this is an easy question, but I’m making the basic systems of a 2D platformer and I’m getting this error in my code: Assets/3D Models/PlayerController.cs(21,17): error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer. Here is the code (I copied and pasted it, so some things may be a little off):

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(PlayerPhysics))]
public class PlayerController : MonoBehaviour {

``````// Player Handling
public float gravity = 20;
public float speed = 8;
public float acceleration = 30;
public float jumpHeight = 12;

private float currentSpeed;
private float targetSpeed;
private Vector2 amountToMove;

private PlayerPhysics playerPhysics;

void Start () {
PlayerPhysics = GetComponent<PlayerPhysics>();
}

void Update () {
targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);

if (playerPhysics.grounded) {
amountToMove.y = 0;

// Jump
if (Input.GetButtonDown("Jump")) {
amountToMove.y = jumpHeight;
}
}

amountToMove.x = currentSpeed;
amountToMove.y -= gravity * Time.deltaTime;
playerPhysics.Move(amountToMove * Time.deltaTime);
}

// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a) {
if (n == target) {
return n;
}
else {
float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
}
}
``````

}

Here’s the code for PlayerPhysics, if you need that:

using UnityEngine;
using System.Collections;

[RequireComponent (typeof(BoxCollider))]
public class PlayerPhysics : MonoBehaviour {

``````public LayerMask collisionMask;

private BoxCollider UnityEngine.Component.collider;
private Vector3 s;
private Vector3 c;

private float skin = .005f;

[HideInInspector]
public bool grounded;

Ray ray;
RaycastHit hit;

void Start() {
collider = GetComponent<BoxCollider>();
s = collider.size;
c = collider.center;
}

public void Move(Vector2 moveAmount) {

float deltaY = moveAmount.y;
float deltaX = moveAmount.x;
Vector2 p = transform.position;

// Check collisions above and below
grounded = false;

for (int i = 0; i<3; i ++) {
float dir = Mathf.Sign(deltaY);
float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
float y = p.y + c.y + s.y/2 * dir; // Bottom of collider

ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
Debug.DrawRay(ray.origin,ray.direction);
// Get Distance between player and ground
float dst = Vector3.Distance (ray.origin, hit.point);

// Stop player's downwards movement after coming within skin width of a collider
if (dst > skin) {
deltaY = dst * dir + skin;
}
else {
deltaY = 0;
}

grounded = true;

break;

}
}

Vector2 finalTransform = new Vector2(deltaX,deltaY);

transform.Translate(finalTransform);
}
``````

}

Hope that helps. Help would be greatly appreciated!

In `Start()`:

``````void Start () {
PlayerPhysics = GetComponent<PlayerPhysics>();
}
``````

`PlayerPhysics` is a type.

Change to:

``````void Start () {
playerPhysics = GetComponent<PlayerPhysics>();
}
``````

Now you are assigning a value to your variable.