obsolete errors

I’m working on making a rope bridge and I found a useful script some guy made but it’s coming up with obsolete errors and I’m not sure how to fix them.

Here’s the errors code:

here’s the code:

class EZ_HingeJoint extends EditorWindow {

//var ConfigurableJointt : Rigidbody;
var Anchor : Vector3;
var Axis : Vector3;
var UseSpring : boolean = false;
var Spring : float = 0;
var Damper : float = 0;
var TargetPosition : float = 0;
var UseMotor : boolean = false;
var TargetVelocity : float = 0;
var Force : float = 0;
var FreeSpin : boolean = false;
var UseLimits : boolean = false;
var min : float = 0;
var max : float = 0;
var minBounce : float = 0;
var maxBounce : float = 0;
var breakForce : float = Mathf.Infinity;
var breakTorque : float = Mathf.Infinity;
/////////////////////////////
var distance : float = 0.5;
var radius : float = 0.5;
var hit : RaycastHit;
var findery : GameObject;
var ColiAll : Collider;
var alldirection : boolean = false;

////////////////////////////////////////////////////
@MenuItem(“Window/EZ_HingeJoint”)
static function Init() {
var window = GetWindow(EZ_HingeJoint);
window.Show();
}
////////////////////////////////////
function OnGUI() {

alldirection = EditorGUILayout.Toggle(“All Direction”,alldirection);
if(alldirection)
{
radius = EditorGUILayout.FloatField("Radius ",radius );
}
else
{
distance = EditorGUILayout.FloatField(“Distance”,distance);
if(!findery)
{
findery = GameObject.Find(“ArrayVector3”);
if(!findery)
{
Debug.Log(“not find GameObject, put ArrayVector3 GameObject in Hierarchy window”);
}
}

}

Anchor = EditorGUILayout.Vector3Field(“Anchor”,Anchor);
Axis = EditorGUILayout.Vector3Field(“Axis”,Axis);
UseSpring = EditorGUILayout.Toggle(“Use Spring”,UseSpring);
if(UseSpring)
{
Spring = EditorGUILayout.FloatField(“Spring”,Spring);
Damper = EditorGUILayout.FloatField(“Damper”,Damper);
TargetPosition = EditorGUILayout.FloatField(“Target Position”,TargetPosition);
}
UseMotor = EditorGUILayout.Toggle(“Use Motor”,UseMotor);
if(UseMotor)
{
TargetVelocity = EditorGUILayout.FloatField(“Target Velocity”,TargetVelocity);
Force = EditorGUILayout.FloatField(“Force”,Force);
FreeSpin = EditorGUILayout.Toggle(“Free Spin”,FreeSpin);

}
UseLimits = EditorGUILayout.Toggle(“Use Limits”,UseLimits);
if(UseLimits)
{
min = EditorGUILayout.FloatField(“min”,min);
max = EditorGUILayout.FloatField(“max”,max);
minBounce = EditorGUILayout.FloatField(“min Bounce”,minBounce);
maxBounce = EditorGUILayout.FloatField(“max Bounce”,maxBounce);
}
if(GUILayout.Button(“Infinity”,GUILayout.Width(80)))
{
breakForce = Mathf.Infinity;
breakTorque = Mathf.Infinity;
}
breakForce = EditorGUILayout.FloatField(“Break Force”,breakForce);
breakTorque = EditorGUILayout.FloatField(“Break Torque”,breakTorque);

if(GUILayout.Button(“OK”))
{
var activeGOs : Object = Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep);
if(activeGOs.length == 0)
{
EditorUtility.DisplayDialog(“Select GameObject”,“Select GameObject to Add the HingeJoint”,“OK”);
}

for (var obj : GameObject in Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep)) {
var ss : int = 1;
for(var xx : int = 0;xx<ss;xx++)
{
var componentt = obj.GetComponent(“HingeJoint”);
if(componentt)
{
ss++;
DestroyImmediate(componentt);
}
}
if (!componentt) {
if(!alldirection)
{
for(var dero : Vector3 in findery.GetComponent(ArrayVector3).ArrayVector3)
{
if(Physics.Raycast(obj.transform.position, dero , hit,distance))
{
if(hit.collider.gameObject)
{
if(!obj.GetComponent(“Rigidbody”))
{
obj.AddComponent(“Rigidbody”);
}
var addy = obj.AddComponent(“HingeJoint”);
if(!hit.collider.gameObject.GetComponent(“Rigidbody”))
{
hit.collider.gameObject.AddComponent(“Rigidbody”);
}
addy.connectedBody = hit.collider.gameObject.rigidbody;
addy.anchor = Anchor;
addy.axis = Axis;
addy.useSpring = UseSpring;
addy.spring.spring = Spring;
addy.spring.damper = Damper;
addy.spring.targetPosition = TargetPosition;
addy.useMotor = UseMotor;
addy.motor.force = Force;
addy.motor.targetVelocity = TargetVelocity;
addy.motor.freeSpin = FreeSpin;
addy.useLimits = UseLimits;
addy.limits.min = min;
addy.limits.minBounce = minBounce;
addy.limits.max = max;
addy.limits.maxBounce = maxBounce;
addy.breakForce = breakForce;
addy.breakTorque = breakTorque;
}
}
}
}
else
{
ColiAll = Physics.OverlapSphere(obj.transform.position, radius);
Debug.Log(ColiAll.length-1);

if(ColiAll.length > 1)
{
for(var colld : Collider in ColiAll)
{
if(colld.transform != obj.transform)
{
if(colld)
{

if(!obj.GetComponent(“Rigidbody”))
{
obj.AddComponent(“Rigidbody”);
}
var addyy = obj.AddComponent(“HingeJoint”);
if(!colld.gameObject.GetComponent(“Rigidbody”))
{
colld.gameObject.AddComponent(“Rigidbody”);
}
addyy.connectedBody = colld.gameObject.rigidbody;
addyy.anchor = Anchor;
addyy.axis = Axis;
addyy.useSpring = UseSpring;
addyy.spring.spring = Spring;
addyy.spring.damper = Damper;
addyy.spring.targetPosition = TargetPosition;
addyy.useMotor = UseMotor;
addyy.motor.force = Force;
addyy.motor.targetVelocity = TargetVelocity;
addyy.motor.freeSpin = FreeSpin;
addyy.useLimits = UseLimits;
addyy.limits.min = min;
addyy.limits.minBounce = minBounce;
addyy.limits.max = max;
addyy.limits.maxBounce = maxBounce;
addyy.breakForce = breakForce;
addyy.breakTorque = breakTorque;
}
}
}
}

}
}
}
}
if(GUILayout.Button(“only change setting”))
{
var activeGOss : Object = Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep);
if(activeGOss.length == 0)
{
EditorUtility.DisplayDialog(“Select GameObject”,“Select GameObject to change the HingeJoint setting”,“OK”);
}

for (var obj : GameObject in Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep)) {

var addy2 = obj.GetComponent(HingeJoint);
if (addy2) {

var objs : Component = obj.GetComponents(HingeJoint);
var goodObjs : Array = new Array();
for (var i : int = 0; i < objs.Length; i++) {
com = objs*;*
if (com != null) {
goodObjs.Add(com);
}
}
var ran : int = 0;
for (var ii : int = 0; ii < objs.Length; ii++)
{
objs[ran].anchor = Anchor;
objs[ran].axis = Axis;
objs[ran].useSpring = UseSpring;
objs[ran].spring.spring = Spring;
objs[ran].spring.damper = Damper;
objs[ran].spring.targetPosition = TargetPosition;
objs[ran].useMotor = UseMotor;
objs[ran].motor.force = Force;
objs[ran].motor.targetVelocity = TargetVelocity;
objs[ran].motor.freeSpin = FreeSpin;
objs[ran].useLimits = UseLimits;
objs[ran].limits.min = min;
objs[ran].limits.minBounce = minBounce;
objs[ran].limits.max = max;
objs[ran].limits.maxBounce = maxBounce;
objs[ran].breakForce = breakForce;
objs[ran].breakTorque = breakTorque;
ran++;
}

}
else
{
EditorUtility.DisplayDialog(“no HingeJoint”,“there is no HingeJoint in this GameObject”,“OK”);
}
}

}

if(GUILayout.Button(“Copy information from GameObject”))
{
var activeGOs2 : Object[ ] = Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep);
if(activeGOs2.length > 1)
{
EditorUtility.DisplayDialog(“Error”,“Please Select one GameObject Only, to copy information”,“OK”);
}

for (var obj2 : GameObject in Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep))
{
var getinfo = obj2.GetComponent(“HingeJoint”);
if(getinfo && activeGOs2.length == 1)
{
Anchor = getinfo.anchor;
Axis = getinfo.axis;
UseSpring = getinfo.useSpring ;
Spring = getinfo.spring.spring ;
Damper = getinfo.spring.damper;
TargetPosition = getinfo.spring.targetPosition;
UseMotor = getinfo.useMotor;
Force = getinfo.motor.force;
TargetVelocity = getinfo.motor.targetVelocity;
FreeSpin = getinfo.motor.freeSpin;
UseLimits = getinfo.useLimits;
min = getinfo.limits.min;
minBounce = getinfo.limits.minBounce;
max = getinfo.limits.max;
maxBounce = getinfo.limits.maxBounce;
breakForce = getinfo.breakForce;
breakTorque = getinfo.breakTorque;
}
else if(activeGOs2.length == 1)
{
EditorUtility.DisplayDialog(“Error”,“There is no information in this GameObject”,“OK”);
}
}
}
if(GUILayout.Button(“Remove All HingeJoint”))
{
for (var obj2 : GameObject in Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep))
{
var ss2 : int = 1;
for(var xx2 : int = 0; xx2 < ss2 ;xx2++)
{
var componentt2 = obj2.GetComponent(“HingeJoint”);
if(componentt2)
{
ss2++;
DestroyImmediate(componentt2);
}

}

}
}
if(GUILayout.Button(“Remove All Rigidbody”))
{
for (var obj3 : GameObject in Selection.GetFiltered(GameObject,SelectionMode.Editable | SelectionMode.Deep))
{
var componentt3 = obj3.GetComponent(“Rigidbody”);
if(componentt3)
{
DestroyImmediate(componentt3);
}
}
}

EditorGUILayout.SelectableLabel(“by FirasDeep”);
}

}

Please use the code tags and if you read the errors, they tell you what you need to change it to.

I’ve tried changing it to what it told me to do but it didn’t fix it

Simply replace your ‘GetComponent(“Rigidbody”)’ and ‘AddComponent(“Rigidbody”)’ with the new versions of it:

GetComponent(“Rigidbody”) → GetComponent();
AddComponent(“Rigidbody”) → AddComponent();

and so on, simply put the classes into the angle brackets instead of using the name as string.