Problem opening CharacterCustomization sample

I downloaded this sample from unity3d, and opened it in unity3d 2.6 free version.

I just unzipped all files in a new folder, then found the “asset\VirtualWorldExample.unity” and double-clicked to open it. Some error showed.“Assets/Plugins/CharacterElement.cs(85,17): error CS0246: The type or namespace name `var’ could not be found. Are you missing a using directive or an assembly reference?”

And i saw “var holder = (StringHolder)boneNameRequest.asset;”
keyword “var” in C# file???
how to fix this???

using System;
using System.Collections.Generic;
using UnityEngine;
using Object=UnityEngine.Object;

// When analyzing the available assets UpdateCharacterElementDatabase creates
// a CharacterElement for each possible element. For instance, one mesh with
// three possible textures results in three CharacterElements. All 
// CharacterElements are saved as part the CharacterGenerator ScriptableObject,
// and can be used on runtime to download and load the assets required for the
// element they represent.
[Serializable]
public class CharacterElement
{
    public string name;
    public string bundleName;
   
    // The WWWs for retrieving the appropriate assetbundle are stored 
    // statically, so CharacterElements that share an assetbundle can
    // use the same WWW.
    // path to assetbundle -> WWW for retieving required assets
    static Dictionary<string, WWW> wwws = new Dictionary<string, WWW>();

    // The required assets are loaded asynchronously to avoid delays
    // when first using them. A LoadAsync results in an AssetBundleRequest
    // which are stored here so we can check their progress and use the
    // assets they contain once they are loaded.
    AssetBundleRequest gameObjectRequest;
    AssetBundleRequest materialRequest;
    AssetBundleRequest boneNameRequest;

    public CharacterElement(string name, string bundleName)
    {
        this.name = name;
        this.bundleName = bundleName;
    }

    // Returns the WWW for retieving the assetbundle required for this 
    // CharacterElement, and creates a WWW only if one doesnt exist already. 
    public WWW WWW
    {
        get
        {
            if (!wwws.ContainsKey(bundleName))
                wwws.Add(bundleName, new WWW(CharacterGenerator.AssetbundleBaseURL + bundleName));
            return wwws[bundleName];
        }
    }

    // Checks whether the SkinnedMeshRenderer and Material for this
    // CharacterElement are loaded, and starts the asynchronous loading
    // of those assets if it has not started already.
    public bool IsLoaded
    {
        get
        {
            if (!WWW.isDone) return false;

            if (gameObjectRequest == null)
                gameObjectRequest = WWW.assetBundle.LoadAsync("rendererobject", typeof(GameObject));

            if (materialRequest == null)
                materialRequest = WWW.assetBundle.LoadAsync(name, typeof(Material));
			
			if (boneNameRequest == null)
                boneNameRequest = WWW.assetBundle.LoadAsync("bonenames", typeof(StringHolder));

            if (!gameObjectRequest.isDone) return false;
            if (!materialRequest.isDone) return false;
            if (!boneNameRequest.isDone) return false;

            return true;
        }
    }

    public SkinnedMeshRenderer GetSkinnedMeshRenderer()
    {
        GameObject go = (GameObject)Object.Instantiate(gameObjectRequest.asset);
        go.renderer.material = (Material)materialRequest.asset;
        return (SkinnedMeshRenderer)go.renderer;
    }

    public string[] GetBoneNames()
    {
		[COLOR="red"]var holder = (StringHolder)boneNameRequest.asset;[/COLOR]
        return holder.content;
    }
}

I suspect you’re using a version of the sample project that’s been updated for Unity 3. Did you get any warnings to that effect when you opened the project? Have you tried opening it in Unity 3?

i tried in Unity 3, it’s ok now.
But “var” is not a keyword in c# at all. so “var holder = (StringHolder)boneNameRequest.asset;” is totaly not c#. why is that???

ok, my mistake ,

thanks.