The modifier "public" is not valid for this item

I have been learning c# for a while now, but im stuck for two days with this error:
‘Assets\Scripts\SpawnManager.cs(32,13): error CS0106: The modifier ‘public’ is not valid for this item’

Havent found any solution online, can someone please help? Gonna post the code below

PLAYER SCRIPT:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{

[SerializeField]
private float _speed = 3.5f;
[SerializeField]
private GameObject _laserPrefab;
[SerializeField]
private float _fireRate = 0.5f;
private float _canFire = -1f;
[SerializeField]
private int _Lives = 3;

private SpawnManager _spawnManager;
void Start()
{
transform.position = new Vector3(0, 0, 0);
_spawnManger = GameObject.Find(“Spawn_Manager”).GetComponent();
if (_spawnManager == null)
{
Debug.LogError(“The spawn manager is NULL.”);
}
}

void Update()
{
calculateMovement();
if (Input.GetKeyDown(KeyCode.Space) && Time.time > _canFire)
{
FireLaser();
}
}
void calculateMovement()
{
float horizontalInput = Input.GetAxis(“Horizontal”);
transform.Translate(Vector3.right * horizontalInput * _speed * Time.deltaTime);

float verticallInput = Input.GetAxis(“Vertical”);
transform.Translate(Vector3.up * verticallInput * _speed * Time.deltaTime);

if (transform.position.y >= 5.2f)
{
transform.position = new Vector3(transform.position.x, -4.6f, 0);
}
else if (transform.position.y <= -4.6f)
{
transform.position = new Vector3(transform.position.x, 5.2f, 0);
}
if (transform.position.x >= 9.6f)
{
transform.position = new Vector3(-9.6f, transform.position.y, 0);
}
else if (transform.position.x <= -9.6f)
{
transform.position = new Vector3(9.6f, transform.position.y, 0);
}

}
void FireLaser()
{
_canFire = Time.time + _fireRate;
Instantiate(_laserPrefab, new Vector3(transform.position.x, transform.position.y + 0.8f, 0), Quaternion.identity);
}
public void Damage()
{
_Lives–;
if (_Lives < 1)
{
_spawnManager.OnPlayerDeath();
Destroy(this.gameObject);
}
}
}

SPAWN MANAGER SCRIPT:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SpawnManager : MonoBehaviour
{
[SerializeField]
private GameObject _enemyPrefab;
[SerializeField]
private GameObject _enemyContainer;

private bool _stopSpawning = false;
void Start()
{
StartCoroutine(SpawnRoutine());
}

void Update()
{

}

IEnumerator SpawnRoutine()
{
while (_stopSpawning == false)
{
Vector3 posToSpawn = new Vector3(Random.Range(-9.2f, 9.2f), 7, 0);
GameObject newEnemy = Instantiate(_enemyPrefab, posToSpawn, Quaternion.identity);
newEnemy.transform.parent = _enemyContainer;
yield return new WaitForSeconds(3.0f);

public void OnPlayerDeath()
{
_stopSpawning = true;
}
}
}

}

Use code tags…

Your OnPlayerDeath method is inside your SpawnRoutine coroutine. Move it outside the coroutine.

These are all just silly typing errors.

The error messages are there to guide you INSTANTLY to the solution and you absolutely MUST learn how to read them. Fortunately, it’s SUPER-easy:

The complete error message contains everything you need to know to fix the error yourself.

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Remember: NOBODY memorizes error codes. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

If you are going to persist in monkey-hammer-banging code in, you have GOT to improve your accuracy until it is 100%, and keep this in mind to avoid wasting a LOT of precious time:

How to do tutorials properly:

Tutorials are a GREAT idea. Tutorials should be used this way:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. Fortunately this is the easiest part to get right.

Be a robot. Don’t make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE.

If you get any errors, learn how to read the error code and fix it. Google is your friend here. Do NOT continue until you fix the error. The error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

2 Likes

Thanks for the help! I managed to fix this and some other errors that appeared. However, a new one showed up when i ended fixing things, wich is:
Assets\Scripts\Player.cs(22,9): error CS0103: The name ‘_spawnManger’ does not exist in the current context
i alredy have looked on other sites but i cant fix it. i alredy checked some times for spelling errors and nothing, so my guess is that i added some script line in the wrong place again. gonna post the scripts bellow:
PLAYER:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{

[SerializeField]
private float _speed = 3.5f;
[SerializeField]
private GameObject _laserPrefab;
[SerializeField]
private float _fireRate = 0.5f;
private float _canFire = -1f;
[SerializeField]
private int _Lives = 3;
private SpawnManager _spawnManager;

void Start()
{
transform.position = new Vector3(0, 0, 0);
_spawnManger = GameObject.Find(“Spawn_Manager”).GetComponent();
if (_spawnManager == null)
{
Debug.LogError(“The spawn manager is NULL.”);
}
}

void Update()
{
calculateMovement();
if (Input.GetKeyDown(KeyCode.Space) && Time.time > _canFire)
{
FireLaser();
}
}
void calculateMovement()
{
float horizontalInput = Input.GetAxis(“Horizontal”);
transform.Translate(Vector3.right * horizontalInput * _speed * Time.deltaTime);

float verticallInput = Input.GetAxis(“Vertical”);
transform.Translate(Vector3.up * verticallInput * _speed * Time.deltaTime);

if (transform.position.y >= 5.2f)
{
transform.position = new Vector3(transform.position.x, -4.6f, 0);
}
else if (transform.position.y <= -4.6f)
{
transform.position = new Vector3(transform.position.x, 5.2f, 0);
}
if (transform.position.x >= 9.6f)
{
transform.position = new Vector3(-9.6f, transform.position.y, 0);
}
else if (transform.position.x <= -9.6f)
{
transform.position = new Vector3(9.6f, transform.position.y, 0);
}

}
void FireLaser()
{
_canFire = Time.time + _fireRate;
Instantiate(_laserPrefab, new Vector3(transform.position.x, transform.position.y + 0.8f, 0), Quaternion.identity);
}
public void Damage()
{
_Lives–;
if (_Lives < 1)
{
_spawnManager.OnPlayerDeath();
Destroy(this.gameObject);
}
}
}

SpawnManager:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SpawnManager : MonoBehaviour
{
[SerializeField]
private GameObject _enemyPrefab;
[SerializeField]
private GameObject _enemyContainer;

private bool _stopSpawning = false;
void Start()
{
StartCoroutine(SpawnRoutine());
}

void Update()
{

}

IEnumerator SpawnRoutine()
{
while (_stopSpawning == false)
{
Vector3 posToSpawn = new Vector3(Random.Range(-9.2f, 9.2f), 7, 0);
GameObject newEnemy = Instantiate(_enemyPrefab, posToSpawn, Quaternion.identity);
newEnemy.transform.parent = _enemyContainer.transform;
yield return new WaitForSeconds(3.0f);

}
}
public void OnPlayerDeath()
{
_stopSpawning = true;
}

}

I will not read any code until you learn to use code tags, as you have already been asked above.

Besides, you’re STILL making typos. Read the error:

_spawnManger

Does that look like the word

_spawnManager

?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

Use code tags:
https://www.youtube.com/watch?v=84kaypWK1bM

1 Like

Agree with @Kurt-Dekker . I helped once, but you really need to learn to use code tags.

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

public class NewBehaviourScript : MonoBehaviour
{
public float fuerzaSalto;
private Rigidbody2D rigidbody2D;
private Animator animator;
// Start is called before the first frame update
void Start()
{
animator = GetComponent();
rigidbody2D = GetComponent();

}

// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)){
animator.SetBool(“estaSaltando”,true);
rigidbody2D.AddForce(new Vector2(0, fuerzaSalto));
}

private void OnCollisionEnter2D(Collision2D collision) {
if (collision.gameObject.tag == “Suelo”){
animator.SetBool(“estaSaltando”,false);
}
}

}
}

i have the same error but instead of ‘public’ with ‘private’

If you have the same error, then the fix is the same. public/private isn’t going to matter. And, if you had read the responses, you should know to use code tags.

Check all your brackets and make sure stuff isn’t in the wrong place.

3 Likes