Movement code, unfixable error!

Hello! I need help with a little movement code (using tutorials from

)
My code is
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControls : MonoBehaviour
{
private Vector2 targetPos;
public float Yincrement;
private void Update()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
transform.position = targetPos;
else if (Input.GetKeyDown(KeyCode.DownArrow))
targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
}
}
And I am getting a compiler error of the usual:
Assets\PlayerControls.cs(14,40): error CS1513: } expected
When I put a } in the area of the needed area, it gives me 12 more compiler errors.
Please help me if you can! :slight_smile:

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.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly:

Tutorials are a GREAT idea. Tutorials should be used this way:

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 single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. 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 it. Google is your friend here. Do NOT continue until you fix the error. The 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… see above!

First of all, always use code tags when pasting code snippets.

Tutorials are great! Make sure you follow each and every step carefully, Double check that you’ve done everything correctly. Your error gives lots of key info:

  • Where is the error
  • What line and column
  • What is expected
    It is saying that your missing a } on line 14. You haven’t formatted you code correctly, instead of
if (Input.GetKeyDown(KeyCode.UpArrow))
targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);

it should be this

if (Input.GetKeyDown(KeyCode.UpArrow))
{
     targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
}

You forgot to add parenthesis. Make sure you watch the tutorial carefully and avoid silly errors like these

UGHH KURT BEAT ME AGAIN

1 Like

Hi Johan, I fixed it and have ANOTHER error, hopefully you can see the other thread.
If you won’t be able to find it, it is:
I have returned with more problems.
The basic problem of mine is: While using this tutorial

I follow exactly what they do and in result get these errors:
Assets\PlayerControls.cs(12,27): error CS1002: ; expected
Assets\PlayerControls.cs(18,82): error CS1002: ; expected
Assets\PlayerControls.cs(18,82): error CS1513: } expected
Assets\PlayerControls.cs(22,10): error CS1513: } expected
Assets\PlayerControls.cs(23,89): error CS1002: ; expected
I solved one and the errors didn’t budge.
My code is
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControls : MonoBehaviour
{
private Vector2 targetPos;
public float Yincrement;
public float speed;
public float maxHeight;
public float minHeight
private void Update()
{
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);

if (Input.GetKeyDown(KeyCode.UpArrow)) & transform.position.y < maxHeight)
{
targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);

}
else if (Input.GetKeyDown(KeyCode.DownArrow)) & transform.position.y > minHeight
{
targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);

}
}
}
Hopefully, I can get a response as quick as I did last time.

Or just: https://forum.unity.com/threads/compiler-error-bugs.1188688/

These are all just fatfinger typos and you can TRIVIALLY fix them yourself if you follow the steps in my post above.

You have missing and extra parenthesis ALL OVER! Go back to your two if statements and nail them down. They certainly do not look anything like the above!!!

This board really isn’t about fixing your typos. That’s up to you. See above.

Also, in the future for real problems (as opposed to simple typos), if you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

Done the dog thing, just got a little head turned sideways.
The creator of the tutorial put multiple other { that mess up my code in many ways and cause those errors!
But, if I don’t put them, I still do get the errors.
Throughout, the whole code…
The typos just make me not understand the whole code.
Because, at one point I am realizing that there are literally no typos and my code is just a replica of the original code used in the tutorial.
So, it’s just a matter of Unity’s little extra details, that tutorial uses Unity 2018, which has some changed code and I am not willing to wait an hour or so to download Unity 2018, just to fix a typo.
Honestly, only resort now is to look as hard as I can and talk to my dog (if needed :wink: )
Thanks Kurt!

Ayo the first thing I said was to use code tags, read this ( https://discussions.unity.com/t/481379 )
It’s the same thing as last time, its simple syntax errors, like when you write a English essay, you use a full stop after each sentence, same thing here
Like

Your missing a ; at the end of it. And you still haven’t formatted it correctly, get rid of all that and I’ll give you a little head start.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class test : MonoBehaviour
{
    private Vector2 targetPos;
    public float Yincrement;

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
        }
        else if (Input.GetKeyDown(KeyCode.DownArrow))
        {
            targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
        }
    }
}

Now compare both of these codes, yours and mine. See how I’ve formatted it.

KURT REPLIED 6 MINUTES EARLIER, BRO FR