The type or namespace name 'UnityStandardAssets' could not be found

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
[RequireComponent(typeof (MyThirdPersonCharacter))]
public class MyThirdPersonUserControl : MonoBehaviour
{
    private MyThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
    private Transform m_Cam;                  // A reference to the main camera in the scenes transform
    private Vector3 m_CamForward;             // The current forward direction of the camera
    private Vector3 m_Move;                     // the world-relative desired move direction, calculated from the camForward and user input.
    private bool m_Jump;
    private bool m_Glide;
private bool m_Surf;
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }
        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<MyThirdPersonCharacter>();
    }
    private void Update()
    {
        if (!m_Jump)
        {
            m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
        }
        if (!m_Glide)
        {
            m_Glide = CrossPlatformInputManager.GetButtonDown("Glide");
        }
        if (!m_Surf)
        {
            m_Surf = Input.GetKeyDown(KeyCode.V);
        }
    }
    // Fixed update is called in sync with physics
    private void FixedUpdate()
    {
        // read inputs
        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
        bool crouch = Input.GetKey(KeyCode.C);
       
        // calculate move direction to pass to character
        if (m_Cam != null)
        {
            // calculate camera relative direction to move:
            m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
            m_Move = v*m_CamForward + h*m_Cam.right;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            m_Move = v*Vector3.forward + h*Vector3.right;
        }
#if !MOBILE_INPUT
        // walk speed multiplier
        if (Input.GetKey(KeyCode.LeftShift)) m_Move *= .5f;
#endif
        // pass all parameters to the character control script
        m_Character.Move(m_Move, crouch, m_Jump, m_Glide, m_Surf);
        m_Jump = false;
        m_Glide = false;
        m_Surf = false;
}
}

Have you imported the assets into your project?

1 Like

Is this in your log file only? Are you also using Unity Ads? If so, I would know the problem. Generally you will want to add significantly more context in a forum post. What version of Unity, steps to reproduce the error (if possible), what you’ve tried, etc.