Did you hack around this script or is that from some beta or just old?
Obviously the variables are not declared.
For example:
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
should be
// Calculate the current rotation angles
var wantedRotationAngle : float = target.eulerAngles.y;
/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/
// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;
// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu("Camera-Control/Smooth Follow")
function LateUpdate () {
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}
Try importing this script again from the standard packages.
Or use my copy of the original here :
Actually your code there is a complete mess. The Error warnings show you exactly in which line of code the error is. And approximately why.
Seams you always declare variables double or not at all and you don´t strict type.
Something like this won´t work on iOs if trickPoints is anything other than trickPoints : float[ ]
trickPoints[0] -= pointsToAdd;
And by the way as soon as you fixed this script, i guess you see new errors in other scripts, because then the compiler can continue checks next and boom.
Marjan do you mind if I send you my project, and you see if you could fix it? Iv worked really hard on this project months of work and when unity 3.4 came out I updated and its been all messed up now,