Scipting Error

ok im doing a 3D platformer that is in the first person i am having some errors with my scripts and im not sure what exactly it is

Here is the entire script

var walkSpeed = 6.0;
var runSpeed = 11.0;

// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
var limitDiagonalSpeed = true;

// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
// There must be a button set up in the Input Manager called "Run"
var toggleRun = false;

var jumpSpeed = 8.0;
var gravity = 20.0;

// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
var fallingDamageThreshold = 10.0;

// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
var slideWhenOverSlopeLimit = false;

// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
var slideOnTaggedObjects = false;

var slideSpeed = 12.0;

// If checked, then the player can change direction while in the air
var airControl = false;

// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
var antiBumpFactor = .75;

// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
var antiBunnyHopFactor = 1;

private var moveDirection = Vector3.zero;
private var grounded = false;
private var controller : CharacterController;
private var myTransform : Transform;
private var speed : float;
private var hit : RaycastHit;
private var fallStartLevel : float;
private var falling = false;
private var slideLimit : float;
private var rayDistance : float;
private var contactPoint : Vector3;
private var playerControl = false;
private var jumpTimer : int;

function Start () {
***controller = GetComponent(CharacterController);
***myTransform = transform;
***speed = walkSpeed;
***rayDistance = controller.height * .5 + controller.radius;
***slideLimit = controller.slopeLimit - .1;
***jumpTimer = antiBunnyHopFactor;
***oldPos = transform.position;
}

function FixedUpdate() {
***var inputX = Input.GetAxis("Horizontal");
***var inputY = Input.GetAxis("Vertical");
***// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
***var inputModifyFactor = (inputX != 0.0  inputY != 0.0  limitDiagonalSpeed)? .7071 : 1.0;
***
***if (grounded) {
*******var sliding = false;
*******// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
*******// because that interferes with step climbing amongst other annoyances
*******if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
***********if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
***************sliding = true;
*******}
*******// However, just raycasting straight down from the center can fail when on steep slopes
*******// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
*******else {
***********Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
***********if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
***************sliding = true;
*******}

*******// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
*******if (falling) {
***********falling = false;
***********if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
***************FallingDamageAlert (fallStartLevel - myTransform.position.y);
*******}
*******
*******// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
*******if (!toggleRun)
***********speed = Input.GetButton("Run")? runSpeed : walkSpeed;

*******// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
*******if ( (sliding  slideWhenOverSlopeLimit) || (slideOnTaggedObjects  hit.collider.tag == "Slide") ) {
***********var hitNormal = hit.normal;
***********moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
***********Vector3.OrthoNormalize (hitNormal, moveDirection);
***********moveDirection *= slideSpeed;
***********playerControl = false;
*******}
*******// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
*******else {
***********moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
***********moveDirection = myTransform.TransformDirection(moveDirection) * speed;
***********playerControl = true;
*******}

*******// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
*******if (!Input.GetButton("Jump"))
***********jumpTimer++;
*******else if (jumpTimer >= antiBunnyHopFactor) {
***********moveDirection.y = jumpSpeed;
***********jumpTimer = 0;
*******}
***}
***else {
*******// If we stepped over a cliff or something, set the height at which we started falling
*******if (!falling) {
***********falling = true;
***********fallStartLevel = myTransform.position.y;
*******}
*******
*******// If air control is allowed, check movement but don't touch the y component
*******if (airControl  playerControl) {
***********moveDirection.x = inputX * speed * inputModifyFactor;
***********moveDirection.z = inputY * speed * inputModifyFactor;
***********moveDirection = myTransform.TransformDirection(moveDirection);
*******}
***}

***// Apply gravity
***moveDirection.y -= gravity * Time.deltaTime;

***// Move the controller, and set grounded true or false depending on whether we're standing on something
***grounded = (controller.Move(moveDirection * Time.deltaTime)  CollisionFlags.Below) != 0;
}

function Update () {
***// If the run button is set to toggle, then switch between walk/run speed. (We use Update for this...
***// FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event)
***if (toggleRun  grounded  Input.GetButtonDown("Run"))
*******speed = (speed == walkSpeed? runSpeed : walkSpeed);
}

// Store point that we're in contact with for use in FixedUpdate if needed
function OnControllerColliderHit (hit : ControllerColliderHit) {
***contactPoint = hit.point;
}

// If falling damage occured, this is the place to do something about it. You can make the player
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
function FallingDamageAlert (fallDistance : float) {
***Debug.Log ("Ouch! Fell "*+ fallDistance + "*units!"); **
}

Here is where unity is saying the error is at
**controller = GetComponent(CharacterController);

Any help would be greatly helpful

Well, do you have a CharacterController attached to the player?

yea the charcter controller is attached to the player

What exactly is happening?

it is basically causing my character to just walk instead of being able to run therefore i have to increase the walk speed up

Can you paste the error from the compiler here?

Assets/Arena_Assets/Scripts/enhanced_fps_controller.js(49,1): BCE0044: unexpected char: 0xFFFD.

Why am I seeing strings of “****” at the beginning of your lines of code? What editor was this script written in? The error you posted looks like an encoding issue.

about the *** im not sure thats what happens when i copy and paste is and the editor is UniSciTE