The type or namespace name 'ImageEffects' does not exist in the namespace

Hello to everyone. I’m making a car racing game and using a package called ‘Extreme Drift’. But I’m having some problems with the script below.
The error I get is: Assets\Extreme Drift\Scripts\Vehicle\VehicleCamera.cs(4.31): error CS0234: The type or namespace name ‘ImageEffects’ does not exist in the namespace ‘UnityStandardAssets’ (are you missing an assembly reference?)

using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    using UnityStandardAssets.ImageEffects;

public class VehicleCamera : MonoBehaviour
{
    public static VehicleCamera manage;


    public float smooth = 0.3f;

    public float distance = 5.0f;
    public float height = 1.0f;
    public float angle = 20;

    public LayerMask lineOfSightMask = 0;

    [HideInInspector]
    public Transform target;
    [HideInInspector]
    public List<Transform> cameraSwitchView;

    private bool farCameraView = false;



    private float Xsmooth;
    private float farDistance = 0.0f;
    private float zAngleAmount = 0.0f;
    private float timeScale = 0.0f;
    private float currentDistance;

    private int Switch = -1;
  

    void Awake()
    {
        manage = this;
        farCameraPosition = transform.position;
    }


    void Start()
    {
        farCameraView = true;
        farCameraPosition = (AIControl.manage.firstAINode.GetComponent<AINode>().nextNode
            .GetComponent<AINode>().nextNode
            .GetComponent<AINode>().nextNode
            .GetComponent<AINode>().nextNode
            .GetComponent<AINode>().nextNode
            .GetComponent<AINode>().nextNode.position)
            + new Vector3(Random.Range(-5.0f, 5.0f), Random.Range(5.0f, 10.0f), Random.Range(-5.0f, 5.0f));
    }



    void LateUpdate()
    {

        if (GameUI.manage.gameFinished)
            Switch = 4;

        farDistance = Vector3.Distance(farCameraPosition, target.position);
        if (farDistance < 100.0f && farCameraView) farCameraView = false;

        transform.GetComponent<Blur>().enabled = GameUI.manage.gamePaused ? true : false;

        // add MotionBlur effect to camera
        if (AIControl.CurrentVehicle.shifting || GameUI.manage.driftAmount > 25)
            transform.GetComponent<MotionBlur>().blurAmount = Mathf.Lerp(transform.GetComponent<MotionBlur>().blurAmount, 0.5f, Time.deltaTime * 5);
        else
           transform.GetComponent<MotionBlur>().blurAmount = Mathf.Lerp(transform.GetComponent<MotionBlur>().blurAmount, 0.0f, Time.deltaTime);



        if (Switch == -1)
        {

            RenderSettings.flareStrength = 0.3f;

            GetComponent<Camera>().fieldOfView = Mathf.Clamp(AIControl.CurrentVehicle.speed / 10.0f + 60.0f, 60, 90.0f);

            currentDistance = distance;
            float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y,
            target.eulerAngles.y, ref velocity.y, smooth);

            float xAngle = Mathf.SmoothDampAngle(transform.eulerAngles.x,
            target.eulerAngles.x + (angle), ref velocity.x, smooth);

            // Look at the target
            transform.eulerAngles = new Vector3(xAngle, yAngle, AccelerationAngle());

            Xsmooth = Mathf.Lerp(Xsmooth, velocity.y, Time.deltaTime * 10.0f);
            var direction = transform.rotation * -new Vector3(-Xsmooth / 300.0f, 0, 1);
            var targetDistance = AdjustLineOfSight(target.position + new Vector3(0, height, 0), direction);

            transform.position = target.position + new Vector3(0, height, 0) + direction * targetDistance;

        }
        else if (Switch < AIControl.CurrentVehicle.cameraView.cameraSwitchView.Count)
        {

            RenderSettings.flareStrength = 0.3f;
            GetComponent<Camera>().fieldOfView = 60;
            transform.position = cameraSwitchView[Switch].position;
            transform.rotation = Quaternion.Lerp(transform.rotation, cameraSwitchView[Switch].rotation, Time.deltaTime * 5.0f);

        }
        else {

            if (farDistance > 120.0f && !farCameraView)
            {
                farCameraPosition = (AIControl.CurrentVehicle.AIVehicle.nextNode
                    .GetComponent<AINode>().nextNode
                    .GetComponent<AINode>().nextNode
                    .GetComponent<AINode>().nextNode
                    .GetComponent<AINode>().nextNode
                    .GetComponent<AINode>().nextNode
                    .GetComponent<AINode>().nextNode.position)
                    + new Vector3(Random.Range(-5.0f, 5.0f), Random.Range(10.0f, 15.0f), Random.Range(-5.0f, 5.0f));

                farCameraView = true;

            }
           

            RenderSettings.flareStrength = 0.0f;

            GetComponent<Camera>().fieldOfView = Mathf.Clamp(50.0f - (farDistance / 2.0f), 10.0f, 120.0f);

            var newRotation = Quaternion.LookRotation(target.position - transform.position);

            transform.position = farCameraPosition;
            transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, Time.deltaTime * 15);
        }

    }



    public void CameraSwitch()
    {
        Switch++;
        if (Switch > AIControl.CurrentVehicle.cameraView.cameraSwitchView.Count) { Switch = -1; }
    }

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    private float AccelerationAngle()
    {
        zAngleAmount = Mathf.Clamp(zAngleAmount, -45.0f, 45.0f);
        zAngleAmount = Mathf.Lerp(zAngleAmount, Input.acceleration.x * -70.0f, Time.deltaTime * 2.0f);
        return zAngleAmount;
    }


    float AdjustLineOfSight(Vector3 target, Vector3 direction)
    {
        RaycastHit hit;

        if (Physics.Raycast(target, direction, out hit, currentDistance, lineOfSightMask.value))
            return hit.distance;
        else
            return currentDistance;
    }


}

[ICODE][/ICODE]

I would be glad if you help.

the old ImageEffects is now unity Post Processing,
https://docs.unity3d.com/Packages/com.unity.postprocessing@3.0/manual/index.html

so those scripts are probably for quite old unity version.

*yup, that package is for unity 5.5, so you should cleanup the project a bit, take only what you need and then
import that new post processing using package manager (to use Blurs, blooms and other effects)

you’ll have to modify some of that code also, cannot access new image effects the same way,
search for: adjust post processing from script, or similar.

*or if you want easy life, download that specific unity version and use that to learn first: