No overload for method `AddCharacter' takes `6' arguments

Hi i have this errors with this script:

Chaos_CharScene_CreationSelection.cs(236,55): error CS1501: No overload for method AddCharacter' takes 6’ arguments

Chaos_CharScene_CreationSelection.cs(239,55): error CS1501: No overload for method AddCharacter' takes 6’ arguments

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UMA;

public enum UMALoginState
{
    Login,
    Register,
    Authenticating,
    CharacterSelect,
    CharacterCreate
}

public enum CreationState
{
    Body,
    Head,
    Face,
    Hair
}

public class Chaos_CharScene_CreationSelection : MonoBehaviour {

    public UICharacterSelect_List CharacterList;
    private Chaos_Dialog Dialog;

    public enum TestItemType
    {
        Head,
        Torso,
        Legs,
        Hands,
        Feet
    }

    public bool EmptyOutList = true;
    public Transform createButton;
    public UISelectField Race;
    public UISelectField Aspect;

    public List<GameObject> createUI;
    public List<GameObject> selectUI;
    public List<GameObject> characterSlots;
    public GameObject enterUI;
    //public UILabel nameUI;
    public GameObject characterCamera;
    public GameObject UMAObject;
    public GameObject dialogWindow;
    public TestItemType testItemType;
    public SlotData testSlot;
    public OverlayData testOverlay;
    /*public UIButtonTween genderTween;
    public UIButtonTween headTween;
    public UIButtonTween bodyTween;
    public UIButtonTween faceTween;
    public UIButtonTween hairTween;
    UIButtonTween openTween;*/
    GameObject character;
    List<CharacterEntry> characterEntries;
    UMAAppearanceController npcAppearance;
    private UMAData umaData;
    private UMADnaHumanoid umaDna;
    CreationState creationState;
    UMALoginState loginState;
    string dialogMessage = "";
    string errorMessage = "";
   
    // Character select fields
    CharacterEntry characterSelected = null;
    string characterName = "";
    string race = "Human";
    string gender = "Male";
    string aspect;
   
    public Vector3 cameraInLoc = new Vector3( 0.193684f, 2.4f, 4.743689f);
    public Vector3 cameraOutLoc = new Vector3( 0.4418643f, 1.21f, 6.72f);
    bool zoomingIn = false;
    bool zoomingOut = false;
    float xSpeed = 250.0f;
    float x = 0;
    float y = 0;

    public string[] races = new string[8] {     "Human", "Orc", "Troll", "Dwarf", "Elf", "Panthen", "Centaur", "Werewolf" };
    public string[] aspects = new string[8] {     "Barbarian", "Warrior", "Paladin", "Mage", "Hunter", "Rogue", "Monk", "Trader" };

    // Use this for initialization
    void Start ()
    {
        npcAppearance = UMAObject.GetComponent<UMAAppearanceController> ();
        characterEntries = ClientAPI.GetCharacterEntries ();
        if (characterEntries.Count > 0) {
            StartCharacterSelection ();
        } else {
            StartCharacterCreation ();
        }
        if (characterCamera != null)
            characterCamera.SetActive(true);

        GameObject tmpObject = GameObject.Find ("Window (Dialog)");
        Dialog = tmpObject.GetComponent<Chaos_Dialog> ();

        Race.options.Clear();

        foreach (string species in races) {

            Race.options.Add(species);
           
        }

        Aspect.options.Clear();

        foreach (string aspect in aspects) {
       
            Aspect.options.Add (aspect);
           
        }

    }
   
    // Update is called once per frame
    void Update ()
    {
        float moveRate = 1.0f;
        if (zoomingIn) {
            characterCamera.transform.position = Vector3.Lerp (characterCamera.transform.position, cameraInLoc, Time.deltaTime * moveRate);
        } else if (zoomingOut) {
            characterCamera.transform.position = Vector3.Lerp (characterCamera.transform.position, cameraOutLoc, Time.deltaTime * moveRate);
        }
    }
   
    void LateUpdate () {
    if (character && Input.GetMouseButton(0) && (Input.mousePosition.x > Screen.width / 3)) {
        x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
               
        Quaternion rotation = Quaternion.Euler(y, x, 0);
       
        //position.y = height;
        character.transform.rotation = rotation;
    }
}
   
    /*void OpeningGenderTween() {
        if (openTween == genderTween) {
            openTween = null;
        } else if (openTween != null) {
            openTween.Play(true);
            openTween = genderTween;
        } else {
            openTween = genderTween;
        }
    }
   
    void OpeningHeadTween() {
        if (openTween == headTween) {
            openTween = null;
        } else if (openTween != null) {
            openTween.Play(true);
            openTween = headTween;
        } else {
            openTween = headTween;
        }
    }
   
    void OpeningBodyTween() {
        if (openTween == bodyTween) {
            openTween = null;
        } else if (openTween != null) {
            openTween.Play(true);
            openTween = bodyTween;
        } else {
            openTween = bodyTween;
        }
    }
   
    void OpeningFaceTween() {
        if (openTween == faceTween) {
            openTween = null;
        } else if (openTween != null) {
            openTween.Play(true);
            openTween = faceTween;
        } else {
            openTween = faceTween;
        }
    }
   
    void OpeningHairTween() {
        if (openTween == hairTween) {
            openTween = null;
        } else if (openTween != null) {
            openTween.Play(true);
            openTween = hairTween;
        } else {
            openTween = hairTween;
        }
    }*/
   
    void SetCharacter (GameObject character)
    {
        this.character = character;
        if (character != null) {
            umaData = (UMAData)character.GetComponentInChildren (typeof(UMAData));
            //umaData = (UMAData)character.transform.parent.gameObject.GetComponent (typeof(UMAData));
            umaDna = umaData.umaRecipe.umaDna [typeof(UMADnaHumanoid)] as UMADnaHumanoid;
        } else {
            umaData = null;
            umaDna = null;
        }
    }
   
    #region Character Selection
    public void StartCharacterSelection ()
    {
        if (enterUI != null)
            enterUI.SetActive(true);
        if (characterEntries.Count > 0) {
            CharacterSelected (characterEntries [0]);
        }

        if (CharacterList != null)
        {
            // Empty out the list
            if (EmptyOutList)
            {
                foreach (Transform trans in CharacterList.transform)
                {
                    // Ignore the create button
                    if (trans.Equals(createButton) == false)
                        Destroy(trans.gameObject);
                }
            }

            foreach (CharacterEntry charEntry in characterEntries) {
                if (characterSelected == charEntry) {
                    CharacterList.AddCharacter((string)charEntry["characterName"], (string)charEntry["gender"], (string)charEntry["race"], (string)charEntry["aspect"], (int)charEntry["level"], true);
                }
                else {
                    CharacterList.AddCharacter((string)charEntry["characterName"], (string)charEntry["gender"], (string)charEntry["race"], (string)charEntry["aspect"], (int)charEntry["level"],false);
                }
            }
           
            // Make the create button last child
            if (createButton != null)
                createButton.SetAsLastSibling();
        }

        loginState = UMALoginState.CharacterSelect;

    }

    public void StartCharacterSelection(List<CharacterEntry> characterEntries)
    {
        this.characterEntries = characterEntries;
        StartCharacterSelection ();
    }
   
    public void CharacterSelected (CharacterEntry entry)
    {
        characterSelected = entry;
        if (character != null)
            Destroy (character);
        race = (string)characterSelected ["race"];
        gender = (string)characterSelected ["gender"];
        UMADnaHumanoid umaDna = new UMADnaHumanoid ();
        umaDna.SetToMiddle ();
        string skinColour = (string)characterSelected ["custom:umaData:skinColour"];
        string[] parts = skinColour.Split (',');
        umaDna.skinColor = new Color (float.Parse (parts [0]), float.Parse (parts [1]), float.Parse (parts [2]), float.Parse (parts [3]));
        string hairColor = (string)characterSelected ["custom:umaData:hairColour"];
        parts = hairColor.Split (',');
        umaDna.hairColor = new Color (float.Parse (parts [0]), float.Parse (parts [1]), float.Parse (parts [2]), float.Parse (parts [3]));
        umaDna.hairStyle = (int)characterSelected ["custom:umaData:hairStyle"];
        umaDna.facialHairStyle = (int)characterSelected ["custom:umaData:facialHairStyle"];
        umaDna.hairSize = (float)characterSelected ["custom:umaData:hairSize"];
        umaDna.height = (float)characterSelected ["custom:umaData:height"];
        umaDna.upperMuscle = (float)characterSelected ["custom:umaData:upperMuscle"];
        umaDna.upperWeight = (float)characterSelected ["custom:umaData:upperWeight"];
        umaDna.lowerMuscle = (float)characterSelected ["custom:umaData:lowerMuscle"];
        umaDna.lowerWeight = (float)characterSelected ["custom:umaData:lowerWeight"];
        umaDna.breastSize = (float)characterSelected ["custom:umaData:breastSize"];
        umaDna.foreheadSize = (float)characterSelected ["custom:umaData:foreheadSize"];
        umaDna.foreheadPosition = (float)characterSelected ["custom:umaData:foreheadPosition"];
        umaDna.noseSize = (float)characterSelected ["custom:umaData:noseSize"];
        umaDna.nosePosition = (float)characterSelected ["custom:umaData:nosePosition"];
        umaDna.noseCurve = (float)characterSelected ["custom:umaData:noseCurve"];
        umaDna.noseWidth = (float)characterSelected ["custom:umaData:noseWidth"];
        umaDna.noseFlatten = (float)characterSelected ["custom:umaData:noseFlatten"];
        umaDna.earsSize = (float)characterSelected ["custom:umaData:earSize"];
        umaDna.earsPosition = (float)characterSelected ["custom:umaData:earPosition"];
        umaDna.cheekSize = (float)characterSelected ["custom:umaData:cheekSize"];
        umaDna.cheekPosition = (float)characterSelected ["custom:umaData:cheekPosition"];
        umaDna.lowCheekPosition = (float)characterSelected ["custom:umaData:lowerCheckPosition"];
        umaDna.lipsSize = (float)characterSelected ["custom:umaData:lipsSize"];
        umaDna.mouthSize = (float)characterSelected ["custom:umaData:mouthSize"];
        umaDna.jawsPosition = (float)characterSelected ["custom:umaData:jawPosition"];
        umaDna.chinSize = (float)characterSelected ["custom:umaData:chinSize"];
        umaDna.chinPosition = (float)characterSelected ["custom:umaData:chinPosition"];
        SetCharacter (npcAppearance.SetRace (character, race + gender, umaDna));
        // Set equipment
        character.AddComponent<UMAPropertyHandler>();
        character.GetComponent<UMAPropertyHandler> ().CopyDataTo (race, gender);
        if (characterSelected.ContainsKey("weaponDisplayID")) {
            character.GetComponent<AtavismMobAppearance>().SetWeaponDisplay((string)characterSelected["weaponDisplayID"]);
        }
        if (characterSelected.ContainsKey("weapon2DisplayID")) {
            character.GetComponent<AtavismMobAppearance>().SetWeapon2Display((string)characterSelected["weapon2DisplayID"]);
        }
        // UMA-equipment properties
        if (characterSelected.ContainsKey("legDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateLegDisplay((string)characterSelected["legDisplayID"]);
        }
        if (characterSelected.ContainsKey("chestDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateChestDisplay((string)characterSelected["chestDisplayID"]);
        }
        if (characterSelected.ContainsKey("headDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateHeadDisplay((string)characterSelected["headDisplayID"]);
        }
        if (characterSelected.ContainsKey("feetDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateFeetDisplay((string)characterSelected["feetDisplayID"]);
        }
        if (characterSelected.ContainsKey("handDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateHandDisplay((string)characterSelected["handDisplayID"]);
        }
        if (characterSelected.ContainsKey("capeDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateBackDisplay((string)characterSelected["capeDisplayID"]);
        }
        if (characterSelected.ContainsKey("shoulderDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateShoulderDisplay((string)characterSelected["shoulderDisplayID"]);
        }
        if (characterSelected.ContainsKey("beltDisplayID")) {
            character.GetComponent<UMAPropertyHandler>().UpdateBeltDisplay((string)characterSelected["beltDisplayID"]);
        }
        // Name
        //if (nameUI != null)
        //    nameUI.text = (string)entry["characterName"];
    }
   
    public void Play() {
        Dialog.Show("Entering the World...", false);

        AtavismClient.Instance.EnterGameWorld(characterSelected.CharacterId);
    }

    public void DeleteCharacter() {
        Dictionary<string, object> attrs = new Dictionary<string, object>();
        attrs.Add("characterId", characterSelected.CharacterId);
        NetworkAPI.DeleteCharacter(attrs);
        foreach (CharacterEntry charEntry in characterEntries) {
            if (charEntry != characterSelected) {
                CharacterSelected(charEntry);
                characterSelected = charEntry;
                break;
            }
        }
        StartCharacterSelection ();
    }
    #endregion Character Selection
   
    #region Character Creation
    public void StartCharacterCreation ()
    {

        ShowCreationUI ();
        if (enterUI != null)
            enterUI.SetActive(false);
        if (character != null)
            Destroy (character);
        characterName = "";
        int randomResult = Random.Range (0, 2);
        if (randomResult == 0) {
            gender = "Male";
        } else {
            gender = "Female";
        }
        if (aspects.Length > 0)
            aspect = aspects [0];
        SetCharacter (npcAppearance.GenerateRandomUMA (race + gender));
        loginState = UMALoginState.CharacterCreate;
        creationState = CreationState.Body;
        // Set sliders
        //heightSlider.sliderValue = 0.5f;
        AddTestSlot();
    }
   
    void AddTestSlot() {
        if (testOverlay != null) {
            if (testItemType == TestItemType.Legs) {
                if (testSlot) {
                    umaDna.pantsSlot = testSlot;
                } else {
                    umaDna.pantsSlot = null;
                }
                umaDna.pantsOverlay = testOverlay;
                npcAppearance.UpdateDisplay(umaData);
            } else if (testItemType == TestItemType.Torso) {
                if (testSlot) {
                    umaDna.torsoSlot = testSlot;
                } else {
                    umaDna.torsoSlot = null;
                }
                umaDna.torsoOverlay = testOverlay;
                npcAppearance.UpdateDisplay(umaData);
            } else if (testItemType == TestItemType.Hands) {
                if (testSlot) {
                    umaDna.handsSlot = testSlot;
                } else {
                    umaDna.handsSlot = null;
                }
                umaDna.handsOverlay = testOverlay;
                npcAppearance.UpdateDisplay(umaData);
            } else if (testItemType == TestItemType.Feet) {
                if (testSlot) {
                    umaDna.feetSlot = testSlot;
                } else {
                    umaDna.feetSlot = null;
                }
                umaDna.feetOverlay = testOverlay;
                npcAppearance.UpdateDisplay(umaData);
            } else if (testItemType == TestItemType.Head) {
                if (testSlot) {
                    umaDna.headSlot = testSlot;
                } else {
                    umaDna.headSlot = null;
                }
                umaDna.headOverlay = testOverlay;
                npcAppearance.UpdateDisplay(umaData);
            }
        }
    }
   
    void ZoomCameraIn() {
        zoomingIn = true;
        zoomingOut = false;
    }
   
    void ZoomCameraOut() {
        zoomingOut = true;
        zoomingIn = false;
    }
   
    public void ToggleAnim() {
        Animator anim = character.GetComponentInChildren<Animator>();
        if (anim.speed == 0)
            anim.speed = 1;
        else
            anim.speed = 0;
    }
   
    public void SetCharacterName (string characterName)
    {
        this.characterName = characterName;
    }

    public void CreateCharacterWithName(string characterName)
    {
        this.characterName = characterName;
        CreateCharacter ();
    }

    public void SetCharacterClass(string aspect) {
        this.aspect = aspect;
    }
   
    public void SetCharacterRace(string race) {
        this.race = race;
        SetRace(race, gender);
    }
   
    void CreateCharacter ()
    {
        if (characterName == "")
            return;
        Dictionary<string, object> properties = new Dictionary<string, object> ();
        properties.Add ("characterName", characterName);
        properties.Add ("prefab", "uma_receiver");
        properties.Add ("race", race);
        properties.Add ("aspect", aspect);
        properties.Add ("gender", gender);
       
        properties.Add ("custom:umaData:race", race);
        properties.Add ("custom:umaData:gender", gender);
        properties.Add ("custom:umaData:skinColour", umaDna.skinColor.r + "," + umaDna.skinColor.g + "," + umaDna.skinColor.b + "," + umaDna.skinColor.a);
        properties.Add ("custom:umaData:hairColour", umaDna.hairColor.r + "," + umaDna.hairColor.g + "," + umaDna.hairColor.b + "," + umaDna.hairColor.a);
        properties.Add ("custom:umaData:hairStyle", umaDna.hairStyle);
        properties.Add ("custom:umaData:facialHairStyle", umaDna.facialHairStyle);
        properties.Add ("custom:umaData:hairSize", umaDna.hairSize);
        properties.Add ("custom:umaData:height", umaDna.height);
        properties.Add ("custom:umaData:upperMuscle", umaDna.upperMuscle);
        properties.Add ("custom:umaData:upperWeight", umaDna.upperWeight);
        properties.Add ("custom:umaData:lowerMuscle", umaDna.lowerMuscle);
        properties.Add ("custom:umaData:lowerWeight", umaDna.lowerWeight);
        properties.Add ("custom:umaData:breastSize", umaDna.breastSize);
        properties.Add ("custom:umaData:foreheadSize", umaDna.foreheadSize);
        properties.Add ("custom:umaData:foreheadPosition", umaDna.foreheadPosition);
        properties.Add ("custom:umaData:noseSize", umaDna.noseSize);
        properties.Add ("custom:umaData:nosePosition", umaDna.nosePosition);
        properties.Add ("custom:umaData:noseCurve", umaDna.noseCurve);
        properties.Add ("custom:umaData:noseWidth", umaDna.noseWidth);
        properties.Add ("custom:umaData:noseFlatten", umaDna.noseFlatten);
        properties.Add ("custom:umaData:earSize", umaDna.earsSize);
        properties.Add ("custom:umaData:earPosition", umaDna.earsPosition);
        properties.Add ("custom:umaData:cheekSize", umaDna.cheekSize);
        properties.Add ("custom:umaData:cheekPosition", umaDna.cheekPosition);
        properties.Add ("custom:umaData:lowerCheckPosition", umaDna.lowCheekPosition);
        properties.Add ("custom:umaData:lipsSize", umaDna.lipsSize);
        properties.Add ("custom:umaData:mouthSize", umaDna.mouthSize);
        properties.Add ("custom:umaData:jawPosition", umaDna.jawsPosition);
        properties.Add ("custom:umaData:chinSize", umaDna.chinSize);
        properties.Add ("custom:umaData:chinPosition", umaDna.chinPosition);
           
        Dialog.Show("Please wait...", false);

        characterSelected = AtavismClient.Instance.NetworkHelper.CreateCharacter (properties);
        if (characterSelected == null) {
            errorMessage = "Unknown Error";
        } else {
            if (!characterSelected.Status) {
                if (characterSelected.ContainsKey ("errorMessage")) {
                    errorMessage = (string)characterSelected ["errorMessage"];
                }
            }
        }

        Dialog.Hide ();

        if (errorMessage == "") {
            StartCharacterSelection();
            //nameUI.text = characterName;
            // Have to rename all the properties. This seems kind of pointless.
            Dictionary<string, object> newProps = new Dictionary<string, object>();
            foreach (string prop in properties.Keys) {
                if (prop.Contains(":")) {
                    string[] newPropParts = prop.Split(':');
                    string newProp = "uma" + newPropParts[2];
                    newProps.Add(newProp, properties[prop]);
                }
            }
            foreach (string prop in newProps.Keys) {
                if (!characterSelected.ContainsKey(prop))
                    characterSelected.Add(prop, newProps[prop]);
            }
        } else {
            Dialog.Show (errorMessage, true);
        }
    }
   
    void SetRace (string race)
    {
        SetCharacter (npcAppearance.SetRace (character, race, umaDna));
        AddTestSlot();
    }

    public void SetRace(string race, string gender)
    {
        SetRace (race + gender);
        this.gender = gender;
    }

   
    public void CancelCharacterCreation ()
    {
        Destroy (character);
        if (characterSelected != null) {
            race = (string)characterSelected ["race"];
            gender = (string)characterSelected ["gender"];
            SetCharacter (npcAppearance.GenerateRandomUMA (race + gender));
        }
        ShowSelectionUI ();
    }

    void ShowSelectionUI() {
        loginState = UMALoginState.CharacterSelect;
        foreach (GameObject ui in selectUI) {
            ui.SetActive(true);
        }
        foreach(GameObject ui in createUI) {
            ui.SetActive(false);
        }
        if (enterUI != null)
            enterUI.SetActive(true);
    }
   
    void ShowCreationUI() {
        foreach (GameObject ui in selectUI) {
            ui.SetActive(false);
        }
        foreach(GameObject ui in createUI) {
            ui.SetActive(true);
        }
    }

    public void SetGenderMale() {
        if (gender == "Male")
            return;
        gender = "Male";
        SetRace(race + gender);
    }
   
    public void SetGenderFemale() {
        if (gender == "Female")
            return;
        gender = "Female";
        SetRace(race + gender);
    }
   
    public void GetHeightValue(GameObject requester) {
        requester.SendMessage("SetSliderValue", (umaDna.height - npcAppearance.heightMin) / (npcAppearance.heightMax - npcAppearance.heightMin));
    }
   
    public void UpdatePropertyHeight (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.heightMax - npcAppearance.heightMin) * val + npcAppearance.heightMin;
        npcAppearance.SetHeight (umaData, umaDna, val, true);
    }
   
    public void GetHairStyleValue(GameObject requester) {
        requester.SendMessage("SetSliderValue", 1.0f / npcAppearance.hairStyleCount);
    }
   
    public void UpdatePropertyHairStyle (float val)
    {
        npcAppearance.SetHairStyle(umaData, umaDna, (int)(val * (float)npcAppearance.hairStyleCount), true);
    }
   
    public void GetFacialHairValue(GameObject requester) {
        requester.SendMessage("SetSliderValue", 1.0f / npcAppearance.facialHairStyleCount);
    }
   
    public void UpdatePropertyFacialHairStyle (float val)
    {
        npcAppearance.SetFacialHairStyle(umaData, umaDna, (int)(val * (float)npcAppearance.facialHairStyleCount), true);
    }
   
    public void UpdateSkinColor(Color skinColor) {
        npcAppearance.SetSkinColour(umaData, umaDna, skinColor);
    }
   
    public void UpdateHairColor(Color hairColor) {
        npcAppearance.SetHairColour(umaData, umaDna, hairColor, gender);
    }
   
    public void GetHairSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.hairSize - npcAppearance.hairSizeMin) / (npcAppearance.hairSizeMax - npcAppearance.hairSizeMin));
    }
   
    public void UpdatePropertyHairSize (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.hairSizeMax - npcAppearance.hairSizeMin) * val + npcAppearance.hairSizeMin;
        npcAppearance.SetHairSize (umaData, umaDna, val, true);
    }
   
    public void GetUpperMuscleValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.upperMuscle - npcAppearance.upperMuscleMin) / (npcAppearance.upperMuscleMax - npcAppearance.upperMuscleMin));
    }
   
    public void UpdatePropertyUpperMuscle (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.upperMuscleMax - npcAppearance.upperMuscleMin) * val + npcAppearance.upperMuscleMin;
        npcAppearance.SetUpperMuscle (umaData, umaDna, val, true);
    }
   
    public void GetUpperWeightValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.upperWeight - npcAppearance.upperWeightMin) / (npcAppearance.upperWeightMax - npcAppearance.upperWeightMin));
    }
   
    public void UpdatePropertyUpperWeight (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.upperWeightMax - npcAppearance.upperWeightMin) * val + npcAppearance.upperWeightMin;
        npcAppearance.SetUpperWeight (umaData, umaDna, val, true);
    }
   
    public void GetLowerMuscleValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.lowerMuscle - npcAppearance.lowerMuscleMin) / (npcAppearance.lowerMuscleMax - npcAppearance.lowerMuscleMin));
    }
   
    public void UpdatePropertyLowerMuscle (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.lowerMuscleMax - npcAppearance.lowerMuscleMin) * val + npcAppearance.lowerMuscleMin;
        npcAppearance.SetLowerMuscle (umaData, umaDna, val, true);
    }
   
    public void GetLowerWeightValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.lowerWeight - npcAppearance.lowerWeightMin) / (npcAppearance.lowerWeightMax - npcAppearance.lowerWeightMin));
    }
   
    public void UpdatePropertyLowerWeight (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.lowerWeightMax - npcAppearance.lowerWeightMin) * val + npcAppearance.lowerWeightMin;
        npcAppearance.SetLowerWeight (umaData, umaDna, val, true);
    }
   
    public void GetBreastValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.breastSize - npcAppearance.breastsMin) / (npcAppearance.breastsMax - npcAppearance.breastsMin));
    }
   
    public void UpdatePropertyBreast (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.breastsMax - npcAppearance.breastsMin) * val + npcAppearance.breastsMin;
        npcAppearance.SetBreasts (umaData, umaDna, val, true);
    }
   
    public void GetForeheadSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.foreheadSize - npcAppearance.foreheadSizeMin) / (npcAppearance.foreheadSizeMax - npcAppearance.foreheadSizeMin));
    }
   
    public void UpdatePropertyForeheadSize (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.foreheadSizeMax - npcAppearance.foreheadSizeMin) * val + npcAppearance.foreheadSizeMin;
        npcAppearance.SetForeheadSize (umaData, umaDna, val, true);
    }

    public void ChaosCreateCharacter(InputField newCharacterName)    {
        this.characterName = newCharacterName.text;
        CreateCharacter ();
    }

    public void ChaosSetRace (UISelectField newRace) {
        race = newRace.value;

        SetRace(race + gender);
    }

    public void ChaosSetGender(string mGender) {
        gender = mGender;

        SetRace(race + gender);
    }

    public void ChaosSetAspect (UISelectField newAspect) {
        aspect = newAspect.value;

        switch (aspect) {

        case "Hunter":
            break;
       
        case "Barbarian":
            break;
       
        case "Warrior":
            break;

        case "Paladin":
            break;

        case "Mage":
            break;
       
        case "Rogue":
            break;
       
        case "Monk":
            break;
       
        case "Trader":
            break;

        default:
            break;
        }
    }

    public void ChaosBodyMass(Slider mBodyMass) {

        float val = mBodyMass.value;

        switch (race) {
           
        case "Human":
            npcAppearance.upperWeightMax = 0.65f;
            npcAppearance.lowerWeightMax = 0.65f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.85f;
            npcAppearance.lowerMuscleMax = 0.45f;           
            npcAppearance.upperMuscleMin = 0.55f;
            npcAppearance.lowerMuscleMin = 0.25f;
            npcAppearance.breastsMax = 0.75f;
            npcAppearance.breastsMax = 0.35f;
            break;
           
        case "Elf":
            npcAppearance.upperWeightMax = 0.55f;
            npcAppearance.lowerWeightMax = 0.45f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.65f;
            npcAppearance.lowerMuscleMax = 0.55f;           
            npcAppearance.upperMuscleMin = 0.45f;
            npcAppearance.lowerMuscleMin = 0.35f;
            npcAppearance.breastsMax = 0.75f;
            npcAppearance.breastsMax = 0.35f;
            break;
           
        case "Drawf":
            npcAppearance.upperWeightMax = 0.65f;
            npcAppearance.lowerWeightMax = 0.65f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.85f;
            npcAppearance.lowerMuscleMax = 0.45f;           
            npcAppearance.upperMuscleMin = 0.55f;
            npcAppearance.lowerMuscleMin = 0.25f;
            npcAppearance.breastsMax = 0.55f;
            npcAppearance.breastsMax = 0.35f;
            break;
           
        case "Orc":
            npcAppearance.upperWeightMax = 0.65f;
            npcAppearance.lowerWeightMax = 0.65f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.85f;
            npcAppearance.lowerMuscleMax = 0.45f;           
            npcAppearance.upperMuscleMin = 0.55f;
            npcAppearance.lowerMuscleMin = 0.25f;
            npcAppearance.breastsMax = 0.65f;
            npcAppearance.breastsMax = 0.35f;
            break;
           
        case "Troll":
            npcAppearance.upperWeightMax = 0.55f;
            npcAppearance.lowerWeightMax = 0.45f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.65f;
            npcAppearance.lowerMuscleMax = 0.55f;           
            npcAppearance.upperMuscleMin = 0.45f;
            npcAppearance.lowerMuscleMin = 0.35f;
            npcAppearance.breastsMax = 0.75f;
            npcAppearance.breastsMax = 0.35f;
            break;
           
        default:
            npcAppearance.upperWeightMax = 0.65f;
            npcAppearance.lowerWeightMax = 0.65f;
            npcAppearance.upperWeightMin = 0.35f;
            npcAppearance.lowerWeightMin = 0.35f;
            npcAppearance.upperMuscleMax = 0.85f;
            npcAppearance.lowerMuscleMax = 0.45f;           
            npcAppearance.upperMuscleMin = 0.55f;
            npcAppearance.lowerMuscleMin = 0.25f;
            npcAppearance.breastsMax = 0.75f;
            npcAppearance.breastsMax = 0.35f;
            break;
        }

       
        val = (npcAppearance.upperWeightMax - npcAppearance.upperWeightMin) * val + npcAppearance.upperWeightMin;
        npcAppearance.SetUpperWeight (umaData, umaDna, val, true);
       
        val = (npcAppearance.lowerWeightMax - npcAppearance.lowerWeightMin) * val + npcAppearance.lowerWeightMin;
        npcAppearance.SetLowerWeight (umaData, umaDna, val, true);
       
        val = (npcAppearance.upperMuscleMax - npcAppearance.upperMuscleMin) * val + npcAppearance.upperMuscleMin;
        npcAppearance.SetUpperMuscle (umaData, umaDna, val, true);
       
        val = (npcAppearance.lowerMuscleMax - npcAppearance.lowerMuscleMin) * val + npcAppearance.lowerMuscleMin;
        npcAppearance.SetLowerMuscle (umaData, umaDna, val, true);
    }

    public void ChaosHeight(Slider mHeight) {

        float val = mHeight.value;

        switch (race) {

        case "Human":
            npcAppearance.heightMax = 0.75f;
            npcAppearance.heightMin = 0.45f;
            break;
       
        case "Elf":
            npcAppearance.heightMax = 0.75f;
            npcAppearance.heightMin = 0.45f;
            break;
       
        case "Drawf":
            npcAppearance.heightMax = 0.45f;
            npcAppearance.heightMin = 0.25f;
            break;

        case "Orc":
            npcAppearance.heightMax = 0.7f;
            npcAppearance.heightMin = 0.42f;
            break;

        case "Troll":
            npcAppearance.heightMax = 0.62f;
            npcAppearance.heightMin = 0.46f;
            break;

        default:
            //default value (unchanged for human, elf)
            npcAppearance.heightMax = 0.7f;
            npcAppearance.heightMin = 0.35f;
            break;
        }

        val = (npcAppearance.heightMax - npcAppearance.heightMin) * val + npcAppearance.heightMin;
        npcAppearance.SetHeight (umaData, umaDna, val, true);
    }
   
    public void GetForeheadPositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.foreheadPosition - npcAppearance.foreheadPositionMin) / (npcAppearance.foreheadPositionMax - npcAppearance.foreheadPositionMin));
    }
   
    public void UpdatePropertyForeheadPosition (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.foreheadPositionMax - npcAppearance.foreheadPositionMin) * val + npcAppearance.foreheadPositionMin;
        npcAppearance.SetForeheadPosition (umaData, umaDna, val, true);
    }
   
    public void GetNoseSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.noseSize - npcAppearance.noseSizeMin) / (npcAppearance.noseSizeMax - npcAppearance.noseSizeMin));
    }
   
    public void UpdatePropertyNoseSize (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.noseSizeMax - npcAppearance.noseSizeMin) * val + npcAppearance.noseSizeMin;
        npcAppearance.SetNoseSize (umaData, umaDna, val, true);
    }
   
    public void GetNosePositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.nosePosition - npcAppearance.nosePositionMin) / (npcAppearance.nosePositionMax - npcAppearance.nosePositionMin));
    }
   
    public void UpdatePropertyNosePosition (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.nosePositionMax - npcAppearance.nosePositionMin) * val + npcAppearance.nosePositionMin;
        npcAppearance.SetNosePosition (umaData, umaDna, val, true);
    }
   
    public void GetNoseCurveValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.noseCurve - npcAppearance.noseCurveMin) / (npcAppearance.noseCurveMax - npcAppearance.noseCurveMin));
    }
   
    public void UpdatePropertyNoseCurve (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.noseCurveMax - npcAppearance.noseCurveMin) * val + npcAppearance.noseCurveMin;
        npcAppearance.SetNoseCurve (umaData, umaDna, val, true);
    }
   
    public void GetNoseWidthValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.noseWidth - npcAppearance.noseWidthMin) / (npcAppearance.noseWidthMax - npcAppearance.noseWidthMin));
    }
   
    public void UpdatePropertyNoseWidth (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.noseWidthMax - npcAppearance.noseWidthMin) * val + npcAppearance.noseWidthMin;
        npcAppearance.SetNoseWidth (umaData, umaDna, val, true);
    }
   
    public void GetNoseFlattenValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.noseFlatten - npcAppearance.noseFlattenMin) / (npcAppearance.noseFlattenMax - npcAppearance.noseFlattenMin));
    }
   
    public void UpdatePropertyNoseFlatten (float val)
    {
        // Scale val to within the min/max
        val = (npcAppearance.noseFlattenMax - npcAppearance.noseFlattenMin) * val + npcAppearance.noseFlattenMin;
        npcAppearance.SetNoseFlatten (umaData, umaDna, val, true);
    }
   
    public void GetEarSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.earsSize - npcAppearance.earSizeMin) / (npcAppearance.earSizeMax - npcAppearance.earSizeMin));
    }
   
    public void UpdatePropertyEarSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.earSizeMax - npcAppearance.earSizeMin) * val + npcAppearance.earSizeMin;
        npcAppearance.SetEarSize(umaData, umaDna, val, true);
    }
   
    public void GetEarPositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.earsPosition - npcAppearance.earPositionMin) / (npcAppearance.earPositionMax - npcAppearance.earPositionMin));
    }
   
    public void UpdatePropertyEarPosition (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.earPositionMax - npcAppearance.earPositionMin) * val + npcAppearance.earPositionMin;
        npcAppearance.SetEarPosition(umaData, umaDna, val, true);
    }
   
    public void GetCheekSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.cheekSize - npcAppearance.cheekSizeMin) / (npcAppearance.cheekSizeMax - npcAppearance.cheekSizeMin));
    }
   
    public void UpdatePropertyCheekSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.cheekSizeMax - npcAppearance.cheekSizeMin) * val + npcAppearance.cheekSizeMin;
        npcAppearance.SetCheekSize(umaData, umaDna, val, true);
    }
   
    public void GetCheekPositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.cheekPosition - npcAppearance.cheekPositionMin) / (npcAppearance.cheekPositionMax - npcAppearance.cheekPositionMin));
    }
   
    public void UpdatePropertyCheekPosition (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.cheekPositionMax - npcAppearance.cheekPositionMin) * val + npcAppearance.cheekPositionMin;
        npcAppearance.SetCheekPosition(umaData, umaDna, val, true);
    }
   
    public void GetLowerCheekPositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.lowCheekPosition - npcAppearance.lowcheekPositionMin) / (npcAppearance.lowcheekPositionMax - npcAppearance.lowcheekPositionMin));
    }
   
    public void UpdatePropertyLowerCheekPosition (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.lowcheekPositionMax - npcAppearance.lowcheekPositionMin) * val + npcAppearance.lowcheekPositionMin;
        npcAppearance.SetLowerCheekPosition(umaData, umaDna, val, true);
    }
   
    public void GetLipsSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.lipsSize - npcAppearance.lipsSizeMin) / (npcAppearance.lipsSizeMax - npcAppearance.lipsSizeMin));
    }
   
    public void UpdatePropertyLipsSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.lipsSizeMax - npcAppearance.lipsSizeMin) * val + npcAppearance.lipsSizeMin;
        npcAppearance.SetLipsSize(umaData, umaDna, val, true);
    }
   
    public void GetMouthSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.mouthSize - npcAppearance.mouthSizeMin) / (npcAppearance.mouthSizeMax - npcAppearance.mouthSizeMin));
    }
   
    public void UpdatePropertyMouthSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.mouthSizeMax - npcAppearance.mouthSizeMin) * val + npcAppearance.mouthSizeMin;
        npcAppearance.SetMouthSize(umaData, umaDna, val, true);
    }
   
    public void GetJawSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",   (umaDna.jawsSize - npcAppearance.jawSizeMin) / (npcAppearance.jawSizeMax - npcAppearance.jawSizeMin));
    }
   
    public void UpdatePropertyJawSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.jawSizeMax - npcAppearance.jawSizeMin) * val + npcAppearance.jawSizeMin;
        npcAppearance.SetJawSize(umaData, umaDna, val, true);
    }
   
    public void GetChinSizeValue(GameObject requester) {
        requester.SendMessage("SetSliderValue",  (umaDna.chinSize - npcAppearance.chinSizeMin) / (npcAppearance.chinSizeMax - npcAppearance.chinSizeMin));
    }
   
    public void UpdatePropertyChinSize (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.chinSizeMax - npcAppearance.chinSizeMin) * val + npcAppearance.chinSizeMin;
        npcAppearance.SetChinSize(umaData, umaDna, val, true);
    }
   
    public void GetChinPositionValue(GameObject requester) {
        requester.SendMessage("SetSliderValue", (umaDna.chinPosition - npcAppearance.chinPositionMin) / (npcAppearance.chinPositionMax - npcAppearance.chinPositionMin));
    }
   
    public void UpdatePropertyChinPosition (float val) {
        // Scale val to within the min/max
        val = (npcAppearance.chinPositionMax - npcAppearance.chinPositionMin) * val + npcAppearance.chinPositionMin;
        npcAppearance.SetChinPosition(umaData, umaDna, val, true);
    }
    #endregion Character Creation

    public UMAData UmaData {
        get {
            return umaData;
        }
    }

    public UMADna UMADna {
        get {
            return umaDna;
        }
    }

    public UMAAppearanceController AppearanceController {
        get {
            return npcAppearance;
        }
    }

    public string DialogMessage {
        get {
            return dialogMessage;
        }
        set {
            dialogMessage = value;
        }
    }

    public string ErrorMessage {
        get {
            return errorMessage;
        }
        set {
            errorMessage = value;
        }
    }

    public UMALoginState State {
        get {
            return loginState;
        }
    }
}

I’m going to go with; the function you are trying to call doesn’t accept 6 parameters…

probably should check how many and what the parameters need to be for that function. Looks like it’ll be in the script: UICharacterSelect_List