I got this error after trying to add a jumping system: Assets/Scripts/PlayerController.cs(135,49): error CS1026: ) expected, and I can’t find the error in my code. (I’ll Bold the jumping code)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] bool lockCursor = true;
[SerializeField] float walkSpeed = 6.0f;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
[SerializeField] [Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
[SerializeField] float gravity = -13.0f;
[SerializeField] float dashSpeed = 4.5f;
[SerializeField] float jumph = 4f;
[SerializeField] float jumpforce = 2f;
private Rigidbody rigidBody;
private Vector3 jump;
CharacterController controller = null;
float cameraPitch = 0.0f;
float velocityY = 0.0f;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
//Wallrunning
public LayerMask whatIsWall;
public float wallrunforce, maxWallrunTime, maxWallSpeed;
bool isWallRight, isWallLeft;
bool isWallRunning;
public float maxWallRunCameraTilt, wallRunCameraTilt;
public transform orientation;
private void WallRunInput()
{
//StartWallrun
if (Input.GetKey(KeyCode.D) && isWallRight) StartWallRun();
if (Input.GetKey(KeyCode.A) && isWallLeft) StartWallRun();
if(rigidBody.velocity.magnitude <= maxWallSpeed)
{
rigidBody.AddForce(orientation.foward * wallrunforce * Time.deltaTime);
//Character Stick to Wall
if (isWallRight)
rigidBody.AddForce(orientation.right * wallrunforce / 5 * Time.deltaTime);
else
rigidBody.AddForce(-orientation.right * wallrunforce / 5 * Time.deltaTime);
}
}
private void StartWallRun()
{
rigidBody.useGravity = false;
isWallRunning = true;
}
private void StopWallRun()
{
rigidBody.useGravity = true;
isWallRunning = false;
}
private void CheckForWall()
{
isWallRight = Physics.Raycast(transform.position, orientation.right, 1f, whatIsWall);
isWallLeft = Physics.Raycast(transform.position, -orientation.right, 1f, whatIsWall);
//Leave Wallrun
if (!isWallRight && !isWallLeft) StopWallRun();
}
void Start()
{
jump = new Vector3(0f, jumph, 0f);
rigidBody = GetComponent();
controller = GetComponent();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
CheckForWall();
WallRunInput();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis(“Mouse X”), Input.GetAxis(“Mouse Y”));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw(“Horizontal”), Input.GetAxisRaw(“Vertical”));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.E))
{
currentDir.y = dashSpeed;
}
if(rigidBody.velocity.y == 0)
{
if (Input(GetKeyDown(KeyCode.Space))
{
rigidBody.AddForce(jump * jumpforce, ForceMode.Impulse);
}
}
}
}