Quaternion issue

Hi,

I am new to Unity as well as C#. I am a C++/C/Java developer. I was trying the first tutorial for creating a player scene from here:

http://www.rebelplanetcreations.com/downloads/Other/Tutorials/HowToMakeAGameInUnity3D.pdf

I keep getting this when I run my C# script:
Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
AIScript:ProcessMovement() (at Assets/Scripts/AIScript.cs:75)
AIScript:Update() (at Assets/Scripts/AIScript.cs:32)
UnityEditor.Toolbar:OnGUI()

The script is as follows:

My player does not move at all. I tried hovering the mouse over and clicking around. What do I do? According to this tutorial, it should work? Please help me.

using UnityEngine;
using System.Collections;

/**

  • AIScript: This class controls AI

  • for objects

  • */
    public class AIScript : MonoBehaviour {

    //game objects (variables which point to game objects)
    private GameObject objPlayer;
    private GameObject objCamera;
    //input variables (variables used to process and handle input)
    private Vector3 inputRotation;
    private Vector3 inputMovement;
    //identity variables (variables specific to the game object)
    public float moveSpeed = 100f;
    private bool thisIsPlayer;
    // calculation variables (variables used for calculation)
    private Vector3 tempVector;
    private Vector3 tempVector2;
    // Use this for initialization
    void Start () {
    objPlayer = (GameObject) GameObject.FindWithTag (“Player”);
    objCamera = (GameObject) GameObject.FindWithTag (“MainCamera”);
    if (gameObject.tag == “Player”) { thisIsPlayer = true; }
    }
    // Update is called once per frame
    void Update () {
    FindInput();
    ProcessMovement();
    if (thisIsPlayer == true)
    {
    HandleCamera();
    }
    }
    void FindInput ()
    {
    if (thisIsPlayer == true)
    {
    FindPlayerInput();
    } else {
    FindAIinput();
    }
    }
    void FindPlayerInput ()
    {
    // find vector to move
    inputMovement = new Vector3( Input.GetAxis(“Horizontal”),
    0,Input.GetAxis(“Vertical”) );

     // find vector to the mouse
    

tempVector2 = new Vector3(Screen.width * 0.5f,0,Screen.height *
0.5f); // the position of the middle of the screen
tempVector = Input.mousePosition; // find the position of the moue on screen
tempVector.z = tempVector.y; /input mouse position gives us 2D
coordinates, I am moving the Y coordinate to the Z coorindate in temp Vector and setting the Y
coordinate to 0, so that the Vector will read the input along the X (left and right of screen) and Z
(up and down screen) axis, and not the X and Y (in and out of screen) axis /
tempVector.y = 0;
Debug.Log(tempVector);
inputRotation = tempVector - tempVector2; /
the direction we want
face/aim/shoot is from the middle of the screen to where the mouse is pointing
/
}

void FindAIinput ()

{

}

void ProcessMovement()

{
rigidbody.AddForce (inputMovement.normalized * moveSpeed * Time.deltaTime);
transform.rotation = Quaternion.LookRotation(inputRotation);
transform.eulerAngles = new Vector3(0,transform.eulerAngles.y + 180,0);
transform.position = new Vector3(transform.position.x,0,transform.position.z);
}

void HandleCamera()
{
objCamera.transform.position = new Vector3(transform.position.x,
15,transform.position.z);
objCamera.transform.eulerAngles = new Vector3(90,0,0);
}

}

Meditate on the console message…
this is where the console message pointed to

transform.rotation = Quaternion.LookRotation (inputRotation);

backtrack the inputRotation vector and see if it is set to a non-zero vector

private Vector3 inputRotation; // not here, not ever :)

Now, simply set inputRotation to a non-zero vector

private Vector3 inputRotation = Vector3.forward;