# Making the players head face toward the location of the mouse?

I’m making a 2D game in which your a small girl fighting of ghosts. I’m trying to get my character’s head to face to where the mouse is located. Currently I’m using this code:
//You can get the players position on the screen using Camera.WorldToScreenPoint(). Once you have this you can easily compare it to your mouse position, hope this helps:

``````//var MousePosition = Input.mousePosition;
//var PlayerPosition;

//function Update (){
//if(MousePosition.x < PlayerPosition.x)
//{
//  transform.rotation = Quaternion.Euler(0,180,0);
//}
//else if(MousePosition.x > PlayerPosition.x)
//{
//  transform.rotation = Quaternion.Euler(0,0,0);
//}

//}

// LookAtMouse will cause an object to rotate toward the cursor, along the y axis.
//
// To use, drop on an object that should always look toward the mouse cursor.
// Change the speed value to alter how quickly the object rotates toward the mouse.

// speed is the rate at which the object will rotate
var speed = 4.0;

function Update () {
// Generate a plane that intersects the transform's position with an upwards normal.
``````

//Edit to show where error is located. (Line 31)

``````    var playerPlane = new Plane(Vector3.up, transform.position);

// Generate a ray from the cursor position
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);

// Determine the point where the cursor ray intersects the plane.
// This will be the point that the object must look towards to be looking at the mouse.
// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
//   then find the point along that ray that meets that distance.  This will be the point
//   to look at.
var hitdist = 0.0;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast (ray, hitdist)) {
// Get the point along the ray that hits the calculated distance.
var targetPoint = ray.GetPoint(hitdist);

// Determine the target rotation.  This is the rotation if the transform looks at the target point.
var targetRotation = Quaternion.LookRotation(targetPoint - transform.position);

// Smoothly rotate towards the target point.
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);

// Move the object forward.
transform.position += transform.forward * speed * Time.deltaTime;

}
}
``````

But I’m getting this error constantly:

I’m not sure on what the error means, nor what I can do about it. Any help would be appreciated greatly.
``````var hitdist = 10.0;