Problems with my script

Help please!!!

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;

    float rotationY = 0F;

    void Update ()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
            
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }
    
    void Start ()
    {
        // Make the rigid body not change rotation
        if (rigidbody)
            rigidbody.freezeRotation = true;
    }
       // IS VIEW BLOCKED?
    var hit : RaycastHit;
    var trueTargetPosition : Vector3 = target.transform.position - Vector3(0,-targetHeight,0);
   // Cast the line to check:
    if (Physics.Linecast (trueTargetPosition, transform.position, hit)) { 
      // If so, shorten distance so camera is in front of object:
      var tempDistance = Vector3.Distance (trueTargetPosition, hit.point) - 0.28;
      // Finally, rePOSITION the CAMERA:
      position = target.position - (rotation * Vector3.forward * tempDistance + Vector3(0,-targetHeight,0));
      transform.position = position;
   }
}
}

It looks like you’re cut + pasting Unityscript code into a C# script, which is about as successful as speaking German to someone from Japan. If you want a behavior that’s different than the default, or freely available scripts, you’re going to have to learn one of those languages or hire a programmer.

never get tired

lol. I hadn’t seen that one before. :slight_smile: