SetVertexCount has been deprecated. Please use the numPositions property instead ?

Assets/Alphabet Board/Scripts/WritingHandler.cs(119,10): warning CS0618: UnityEngine.LineRenderer.SetVertexCount(int)' is obsolete:

Assets/Alphabet Board/Scripts/WritingHandler.cs(156,14): warning CS0618: UnityEngine.LineRenderer.SetVertexCount(int)' is obsolete: SetVertexCount has been deprecated. Please use the numPositions property instead.’

Assets/Alphabet Board/Scripts/WritingHandler.cs(119,10): warning CS0618: UnityEngine.LineRenderer.SetVertexCount(int)' is obsolete: SetVertexCount has been deprecated. Please use the numPositions property instead.’

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;

public class WritingHandler : MonoBehaviour
{
public GameObject letters;//the letters list from A-Z
public static int currentLetterIndex;//the index of the current letter
private bool clickBeganOrMovedOutOfLetterArea;//does the click began or moved out of letter area
private int previousTracingPointIndex;//the index of the previous letter
private ArrayList currentTracingPoints;//holds the indexes of the tracing points
private Vector3 previousPosition, currentPosition = Vector3.zero;//thre click previous position
public GameObject lineRendererPrefab;//the line renderer prefab
public GameObject circlePointPrefab;//the circle point prefab
private GameObject currentLineRender = null;//current line renderer gameobject
public Material drawingMaterial;
private bool letterDone = false;
private bool setRandomColor = true;
private bool clickStarted;//uses with mouse input drawings,when drawing clickStarted
public Transform hand;
public bool showCursor;
public AudioClip cheeringSound;
public AudioClip positiveSound;
public AudioClip wrongSound;

	IEnumerator Start ()
	{   
			Cursor.visible = showCursor;//show curosr or hide
			currentTracingPoints = new ArrayList ();//initiate the current tracing points
			LoadLetter ();
			yield return 0;
	}

	//Executes Every Single Frame
	void Update ()
	{
			if (letterDone) {//if the letter is done then skip the next
					return;
			}

			if (Input.GetKeyDown (KeyCode.Escape)) {//on escape pressed
					BackToMenu ();//back to menu 
			}

			RaycastHit2D hit2d = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero);//raycast hid c

			if (hit2d.collider != null) {
					if (Input.GetMouseButtonDown (0)) {
							TouchLetterHandle (hit2d.collider.gameObject, true, Camera.main.ScreenToWorldPoint (Input.mousePosition));//touch for letter move(drawing);
							clickStarted = true;
					} else if (clickStarted) {
							TouchLetterHandle (hit2d.collider.gameObject, false, Camera.main.ScreenToWorldPoint (Input.mousePosition));//touch for letter move(drawing);
					}  
			}
			if (Input.GetMouseButtonUp (0)) {

					if (clickStarted) {
							EndTouchLetterHandle ();
							clickStarted = false;
							clickBeganOrMovedOutOfLetterArea = false;
					}
			}

			if (hand != null) {
					//drag the hand on screen
					Vector3 clickPosition = Camera.main.ScreenToWorldPoint (Input.mousePosition);
					clickPosition.z = -6;
					hand.position = clickPosition;
			}
	}

	//Letter touch hanlder
	private void TouchLetterHandle (GameObject ob, bool isTouchBegain, Vector3 touchPos)
	{
			string obTag = ob.tag;// name of button that ray hit it
			bool flag1 = (obTag == "Letter" || obTag == "TracingPoint" || obTag == "Background") && currentLineRender != null;
			bool flag2 = (obTag == "TracingPoint");

			if (flag1 && !isTouchBegain) {//Touch Moved
					if (obTag == "TracingPoint") {
							TracingPoint tracingPoint = ob.GetComponent<TracingPoint> ();//get the current tracing point
							int currentindex = tracingPoint.index;//get the tracing point index
							if (tracingPoint.single_touch) {//skip if the touch is single
									return;
							}

							if (currentindex != previousTracingPointIndex) {
									currentTracingPoints.Add (currentindex);
									;//add the current tracing point to the list
									previousTracingPointIndex = currentindex;//set the previous tracing point
							}
					} else if (obTag == "Background") {
							clickBeganOrMovedOutOfLetterArea = true;
							EndTouchLetterHandle ();
							clickStarted = false;
							return;
					}

					currentPosition = touchPos;
					currentPosition.z = -5.0f;
					float distance = Mathf.Abs (Vector3.Distance (currentPosition, new Vector3 (previousPosition.x, previousPosition.y, currentPosition.z)));//the distance between the current touch and the previous touch
					if (distance <= 0.1f) {//0.1 is distance offset
							return;	
					}

					previousPosition = currentPosition;//set the previous position
		          
					InstaitaeCirclePoint (currentPosition, currentLineRender.transform);//create circle point

					//add the current point to the current line
					LineRenderer ln = currentLineRender.GetComponent<LineRenderer> ();
					LineRendererAttributes line_attributes = currentLineRender.GetComponent<LineRendererAttributes> ();
					int numberOfPoints = line_attributes.NumberOfPoints;
					numberOfPoints++;
					line_attributes.Points.Add (currentPosition);
					line_attributes.NumberOfPoints = numberOfPoints;
					ln.SetVertexCount (numberOfPoints);
					ln.SetPosition (numberOfPoints - 1, currentPosition);
			} else if (flag2 && isTouchBegain) {//Touch Began
					TracingPoint tracingPoint = ob.GetComponent<TracingPoint> ();//get the tracing point
					int currentindex = tracingPoint.index;//get the tracing point index
					if (currentindex != previousTracingPointIndex) {
							currentTracingPoints.Add (currentindex);//add the current tracing point to the list
							previousTracingPointIndex = currentindex;//set the previous tracing point
						
							if (currentLineRender == null) {
									currentLineRender = (GameObject)Instantiate (lineRendererPrefab);//instaiate new line
									if (setRandomColor) {
											currentLineRender.GetComponent<LineRendererAttributes> ().SetRandomColor ();//set a random color for the line
											setRandomColor = false;
									}
							}
			
							Vector3 currentPosition = touchPos;//ge the current touch position
							currentPosition.z = -5.0f;
							previousPosition = currentPosition;//set the previous position

							if (tracingPoint.single_touch) {
									InstaitaeCirclePoint (currentPosition, currentLineRender.transform);//create circle point
							} else {
									InstaitaeCirclePoint (currentPosition, currentLineRender.transform);//create circle point

									//add the current point to the current line
									LineRenderer ln = currentLineRender.GetComponent<LineRenderer> ();
									LineRendererAttributes line_attributes = currentLineRender.GetComponent<LineRendererAttributes> ();
									int numberOfPoints = line_attributes.NumberOfPoints;
									numberOfPoints++;
									if (line_attributes.Points == null) {
											line_attributes.Points = new List<Vector3> ();
									}

									line_attributes.Points.Add (currentPosition);
									line_attributes.NumberOfPoints = numberOfPoints;
									ln.SetVertexCount (numberOfPoints);
									ln.SetPosition (numberOfPoints - 1, currentPosition);
							}
					}
			} 
	}

	//On tocuh released
	private void EndTouchLetterHandle ()
	{

			if (currentLineRender == null || currentTracingPoints.Count == 0) {
					return;//skip the next
			}

	      
			TracingPart [] tracingParts = letters [currentLetterIndex].GetComponents<TracingPart> ();//get the tracing parts of the current letter
			bool equivfound = false;//whether a matching or equivalent tracing part found
			if (!clickBeganOrMovedOutOfLetterArea) {

					foreach (TracingPart part in tracingParts) {//check tracing parts
							if (currentTracingPoints.Count == part.order.Length && !part.succeded) {
									if (PreviousLettersPartsSucceeded (part, tracingParts)) {//check whether the previous tracing parts are succeeded
											equivfound = true;//assume true
											for (int i =0; i < currentTracingPoints.Count; i++) {
													int index = (int)currentTracingPoints *;*

_ if (index != part.order ) {_
* equivfound = false;*
* break;*
* }*
* }*
* }*
* }*
* if (equivfound) {//if equivalent found*
* part.succeded = true;//then the tracing part is succeed (written as wanted)*
* break;*
* }*
* }*
* }*
* if (equivfound) {//if equivalent found*
* if (currentTracingPoints.Count != 1) {*
* StartCoroutine (“SmoothCurrentLine”);//make the current line smoother*
* } else {*
* currentLineRender = null;*
* }*
* PlayPositiveSound ();//play positive sound effect*
* } else {*
* PlayWrongSound ();//play negative or wrong answer sound effect*
* Destroy (currentLineRender);//destroy the current line*
* currentLineRender = null;//release the current line*
* }*
* previousPosition = Vector2.zero;//reset previous position*
* currentTracingPoints.Clear ();//clear record of indexed*
* previousTracingPointIndex = 0;//reset previous selected Index(index as point id)*
* CheckLetterDone ();//check if the entier letter is written successfully or done*
* if (letterDone) {//if the current letter done or wirrten successfully*
* if (cheeringSound != null)*
* AudioSource.PlayClipAtPoint (cheeringSound, Vector3.zero, 0.8f);//play the cheering sound effect*
* hand.GetComponent ().enabled = false;//hide the hand*
* }*
* }*
* //Check letter done or not*
* private void CheckLetterDone ()*
* {*
* bool success = true;//letter success or done flag*
* TracingPart [] tracingParts = letters [currentLetterIndex].GetComponents ();//get the tracing parts of the current letter*
* foreach (TracingPart part in tracingParts) {*
* if (!part.succeded) {*
* success = false;*
* break;*
* }*
* }*

* if (success) {*
* letterDone = true;//letter done flag*
* Debug.Log ("You done the " + letters [currentLetterIndex].name);*
* }*
* }*
* //Back To Menu*
* private void BackToMenu ()*
* {*
* SceneManager.LoadScene (“AlphabetMenu”);*
* }*
* //Refresh the lines and reset the tracing parts*
* public void RefreshProcess ()*
* {*
* RefreshLines ();*
* TracingPart [] tracingParts = letters [currentLetterIndex].GetComponents ();*
* foreach (TracingPart part in tracingParts) {*
* part.succeded = false;*
* }*
* if (hand != null)*
* hand.GetComponent ().enabled = true;*
* letterDone = false;*
* }*
* //Refreesh the lines*
* private void RefreshLines ()*
* {*
* StopCoroutine (“SmoothCurrentLine”);*
* GameObject [] gameobjs = HierrachyManager.FindActiveGameObjectsWithTag (“LineRenderer”);*
* if (gameobjs == null) {*
* return;*
* }*
* foreach (GameObject gob in gameobjs) {*
* Destroy (gob); *
* }*
* }*
* //Make the current lime more smoother*
* private IEnumerator SmoothCurrentLine ()*
* {*
* LineRendererAttributes line_attributes = currentLineRender.GetComponent ();
_
LineRenderer ln = currentLineRender.GetComponent ();_
Vector3 vectors = SmoothCurve.MakeSmoothCurve (line_attributes.Points.ToArray (), 10);*

* int childscount = currentLineRender.transform.childCount;*
* for (int i = 0; i < childscount; i++) {*
* Destroy (currentLineRender.transform.GetChild (i).gameObject);*
* }*

* line_attributes.Points.Clear ();
_
for (int i = 0; i <vectors.Length; i++) {_
_
if (i == 0 || i == vectors.Length - 1)_
_ InstaitaeCirclePoint (vectors , currentLineRender.transform);_
line_attributes.NumberOfPoints = i + 1;
line_attributes.Points.Add (vectors );
_ ln.SetVertexCount (i + 1);
ln.SetPosition (i, vectors );
}
currentLineRender = null;
yield return new WaitForSeconds (0);
}
//Check If User Passed The Previous Parts Before The Give Letter Part*

* public static bool PreviousLettersPartsSucceeded (TracingPart currentpart, TracingPart lparts)
{
int p = currentpart.priority;
if (p == 1) {
return true;
}
bool prevsucceded = true;
foreach (TracingPart part in lparts) {
if (part.priority < p) {
if (!part.succeded && part.order.Length != 1) {//make single point TracingParts have no priority*

* prevsucceded = false;
break;
}
}
}
return prevsucceded;
}
//Play a positive or correct sound effect*

* private void PlayPositiveSound ()
{
if (positiveSound != null)
AudioSource.PlayClipAtPoint (positiveSound, Vector3.zero, 0.8f);//play the cheering sound effect*

* }
//Play wrong or opps sound effect*

* private void PlayWrongSound ()
{
if (wrongSound != null)
AudioSource.PlayClipAtPoint (wrongSound, Vector3.zero, 0.8f);//play the cheering sound effect*

* }
//Load the next letter*

* public void LoadNextLetter ()
{
if (currentLetterIndex == letters.Length - 1) {
currentLetterIndex = 0;
SceneManager.LoadScene (“AlphabetMenu”);
} else if (currentLetterIndex >= 0 && currentLetterIndex < letters.Length - 1) {
currentLetterIndex++;
LoadLetter ();
}
}
//Load the previous letter*

* public void LoadPreviousLetter ()
{
if (currentLetterIndex > 0 && currentLetterIndex < letters.Length) {
currentLetterIndex–;
LoadLetter ();
}
}
//Load the current letter*

* private void LoadLetter ()
{
if (letters == null) {
return;
}
if (!(currentLetterIndex >= 0 && currentLetterIndex < letters.Length)) {
return;
}
if (letters [currentLetterIndex] == null) {
return;
}
letterDone = false;
RefreshProcess ();
HideLetters ();*_

* letters [currentLetterIndex].SetActive (true);*
* setRandomColor = true;*
* }*
* //Hide the letters*
* private void HideLetters ()*
* {*
* if (letters == null) {*
* return;*
* }*
* foreach (GameObject letter in letters) {*
* if (letter != null)*
* letter.SetActive (false);*
* }*
* }*

* //Create Cicle at given Point*
* private void InstaitaeCirclePoint (Vector3 position, Transform parent)*
* {*
* GameObject currentcicrle = (GameObject)Instantiate (circlePointPrefab);//instaiate object*
* currentcicrle.transform.parent = parent;*
* currentcicrle.GetComponent().material = currentLineRender.GetComponent ().material;*
* currentcicrle.transform.position = position;*
* }*
}

@dragidragi So you literally just copied and pasted your source code and everything from the Console into this website and didn’t bother to say anything else at all? If you can’t be bothered explaining anything about what you are trying to do, or what you have already tried, or even what part of the problem you don’t understand, why should anyone be willing to put any effort into helping you at all?

This error is an opportunity for you to learn a lot about how to debug and solve problems in Unity, but you’d rather just dump it on the internet and let someone else do it for you. That is laziness to the extreme. Why not just post your game idea to the web and let someone else write it for you?