Please help

Can somebody please helmp me find error in this code, I can’t :face_with_spiral_eyes:

// car physics calculations/input stuff
private var accel : Vector3;
public var throttle : float;
private var deadZone : float = .001;
private var myRight : Vector3;
private var velo : Vector3;
private var flatVelo : Vector3;
private var relativeVelocity : Vector3;
private var dir : Vector3;
private var flatDir : Vector3;
private var carUp : Vector3;
private var carTransform : Transform;
private var carRigidbody : Rigidbody;
private var engineForce : Vector3;

private var turnVec : Vector3;
private var imp : Vector3;
private var rev : float;
private var actualTurn : float;
private var carMass : float;
private var wheelTransform : Transform[] = new Transfcrm[4]; //these are the transforms for our 4 wheels
public var actualGrip : float;
public var horizontal : float; //horizontal input control, either mobile control or keyboard
private var maxSpeedToTurn : float = .2; //keeps car from turning until it's reached this value

// the physical transforms for the car's Theels
public var frontLeftWheel : Transform;
public var frontRightWheel : Transform;
public var rearLeftWheel : Transform;
public var rearRightWheel : Transform;

//these transform parents will allow wheels to turn for steering/separates steering turn from acceleration turning
public var LFWheelTransform : Transform;
public var RFWheelTransform : Transform;

// car physics adjustments
public var power : float = 300;
public var maxSpeed : float = 50;
public var carGrip : float = 70;
public var turnSpeed : float = 3.0; //keep this value somewhere between 2.5 and 6.0

private var slideSpeed : float;
public var mySpeed : float;

private var carRight : Vector3;
private var carFwd : Vector3;
private var tempVEC : Vector3;

function Start()
{
Initialize();
}
function Initialize()
{

	// Cache a reference to our car's transform
	carTransform = transform;
	// cache the rigidbody for our car
	carRigidbody = rigidbody;
	// cache our vector up direction
	carUp = carTransform.up;
	// cache the mass of our vehicle
	carMass = rigidbody.mass;
	// cache the Forward World Vector for our car
	carFwd = Vector3.forward;
	// cache the World Right Vector for our car
	carRight = Vector3.right;
	// call to set up our wheels array
	setUpWheels();
	// We set a COG here and lover the center of'mass to a
	//negative value in Y axis to prevent car from flipping over
	carRigidbody.centerOfMass = Vector3(0,-0.7,.35);
}

function Update()
{
	// call the function to start processing all vehicle physics
	carPhysicsUpdate();
	
	//call the function to see what input we are using and apply it
	checkInput();
}
function LateUpdate()
{

	// this function makes the visual 3d vheels rotate and turn
	rotateVisualWheels();
	
	//this is where we send to a function to do engine sounds
	engineSound(); 
}

function setUpWheels()
{
	if((null == frontLeftWheel || null == frontRightWhee1 || null == rearLeftWheel || null == rearRightWheel ))
	{
		Debug.LogError("One or more of the wheel transforms have not been plugged in on the car");
		Debug.Break();
	}
	else
	{

		//set up the car's vheel transforms
		wheelTransform[0] = frontLeftWheel;
		wheelIransform[1] = rearLeftWheel;
		wheelIransform[2] = frontRightWheel;
		wheelIransform[3] = rearRightWheel;
	}
}
private var rotationAmount : Vector3;

function rotateVisualWheels()
{
	// front wheels visual rotation while steering the car
	LFWheelTransform.localEulerAngles.y = horizontal * 30;
	Rfwheelfransform.localEulerAngles.y = horizontal * 30;
	
	rotationAmount = carRight * (relativeVelocity.z * 1.6 * Time.deltaTime * Mathf.Rad2Deg);
	
	wheelTransform[0].Rotate(rotationAmount);
	wheelTransform[1].Rotate(rotationAmount);
	wheelTransform[2].Rotate(rotationAmount);
	wheelTransform[3].Rotate(rotationAmount);
}

private var deviceAccelerometersensitivity : float = 2; //hov sensitive our mobile accelerometer vill be

function checkInput()
{
	//Mbbile platform turning input...testing to see if ve are on a mobile device.
		if (Application.platform == RuntimePlatform.IPhonePlayer ||(Application.platform == RuntimePlatform.Android)
		{
		// V8 give the acceleration a little boost to make turning more sensitive
		accel = Input.acceleration * deviceAccelerometerSensitivity;
		
		if(accel.x > deadZone || accel.x < -deadZone){
		horizontal = accel.x;
		}
		else
		{
			horizontal = 0;
		}
		throttle = 0;

				for (var touch : Touch in Input.touches) {
			if(touch.position.x > Screen.width -Screen.width /3  touch.position.y < Screen.height /3)
			{
			throttle = 1;
			}
			else if(touch.position.x < Screen.width/3  touch.position.y < Screen.height/3)
			{
			throttle= -1;
			}
		}
	}
		else if (Application.platform.== RuntimePlatform.WindowsEditor || RuntimePlatform.WindowsWebPlayer || RuntimePlatform.WindowsPlayer )
			{
		//Use the Keyboard for all car input
		horizontal = Input.GetAxis("Horizontal");
		throttle = Input.GetAxis("Vertical");
			}
	}
	
function carPhysicsUpdate()
{
	//grab all the physics info ve need to calc everything
	myRight = carTransform.right;
	
	// find our velocity
	velo = carRigidbody.velocity;
	
	tempVEC = Vector3(velo.x,0,velo.z);
	
	// figure out our velocity vithout y movement - our flat velocity
	flatVelo = tempVEC;
	
	// find out vhich direction we are moving in
	dir = transform.TransformDirection(carFwd);
	
	tempVEC = Vector3(dir.x,0,dir.z);
	
	// calculate our direction, removing y movement - our flat direction
	flatDir = Vector3.Normalize(tempVEC);
	
	// calculate relative velocity
	relativevelocity = carTransform.InverseTransformDirection(flatVelo);
	
	// calculate how much we are sliding (find out movement along our x axis)
	slideSpeed = Vector3.Dot(myRight,flatVelo);
	
	// calculate current speed (the magnitude of the flat velocity)
	mySpeed = flatVelo.magnitude;
	
	// check to see if we are moving in reverse
	rev = Mathf.Sign(Vector3.Dot(flatVelo,flatDir));
	
	// calculate engine force with our flat direction vector and acceleration
	engineForce = ( flatDir * ( power * throttle ) * carMass);
	
	// do turning
	actualTurn = horizontal;
	
	// if we're in reverse, we reverse the turning direction too
	if(rev < 0.1f)
	{
	actualTurn =- actualTurn;
	}

	// calculate torque for applying to our rigidbody
	turnVec =((( carUp * turnSpeed ) * actualTurn ) * carMass )* 800;
	
	// calculate impulses to simulate grip by taking our right vector, reversing the slidespeed and
	// multiplying that by our mass, to give us a completely ‘corrected’ force that would completely
	// stop sliding. we then multiply that by our grip amount (which is, technically, a slide amount) which
	// reduces the corrected force so that it only helps to reduce sliding rather than completely
	// stop it
	
	actualGrip = Mathf.Lerp(100, carGrip, mySpeed * 0.02);
	imp = myRight * ( —slideSpeed * carMass * actualGrip);

}

function slowVelocity ()
{
	carRigidbody.AddForce(-flatVelo * 0.8);
}

//this controls the sound of the engine audio by adjusting the pitch of our sound file
function engineSound ()
{
		audio.pitch = 0.30 + mySpeed * 0.025;
	
	if (mySpeed > 30)
	{
		audio.pitch = 0.25 + mySpeed * 0.015;
	}
	if (mySpeed > 40)
	{
		audio.pitch = 0.20 + mySpeed * 0.013;
	}
	if (mySpeed > 49)
	{
		audio.pitch = 0.15 + mySpeed * 0.011;
	}
	//ensures ve dont exceed to crazy of a pitch by resetting it back to default 2
	if ( audio.pitch > 2.0 ) {
	audio.pitch = 2.0;
	}
}

function FixedUpdate()
{
	if(mySpeed < maxSpeed)
	{

	// apply the engine force to the rigidbody
	carRigidbody.AddForce( engineForce * Time.deltaTime );
	}
	//this controls the sound of the engine audio by adjusting the pitch of our sound file functicn engineSound 0 
	if (mySpeed > maxSpeedToTurn) 
	{ 
	carRigidbody.AddTorque ( turnVec * Time.deltaTime );
	}
	else if(mySpeed < maxSpeedToTurn)
	{
		return;
	}
	// apply forces to our rigidbody fr grip
	carRigidbody.AddForce( imp * Time.deltaTime );
}

Thanks :smile:

What is the error message?

Unity provided a console with editor, try asking it, Because my head said : "! Body/Head/Brain/Main.js(346,1): UCE0001 : ‘Error’ expected, Insert the error at the end.

I get this error

And this are errors in console. The script is called PlayerCarLeon

How many duplicate threads are you planning to create?

Those are the easiest errors to fix, they literally tell you how to fix them.

This is from solely reading the errors, I haven’t even looked at your code; that’s how easy it should be.
On line 139 you forgot a “)”
On 156 you have an extra “}”
on 219 you probably have some rogue character or it’s just collateral from the other errors.

Can you plese post a correct code (corrected)?

I accidently creat duplicat.

NO!

You learn by struggling; if people just gave you scripts you would never experience how to fix things.

You have enough clues to solve this by yourself, we’re not here to code for you. If can’t solve it you should stop developing games right now and start learning the basics of programming.