Transform Child Out Of Bounds

OK picked up this script and it was working OK now it has stopped working I keep getting this ''Transform Child Out Of Bounds ‘’ error

using UnityEngine;
using System.Collections;

public class PlayerShipController : MonoBehaviour
{
    //speed stuff
    float speed;
    public int cruiseSpeed;
    float deltaSpeed;//(speed - cruisespeed)
    public int minSpeed;
    public int maxSpeed;
    float accel, decel;

    //turning stuff
    Vector3 angVel;
    Vector3 shipRot;
    public int sensitivity;

    public Vector3 cameraOffset; //I use (0,1,-3)

    void Start()
    {
        speed = cruiseSpeed;
    }

    void FixedUpdate()
    {

        //ANGULAR DYNAMICS//
       
        shipRot = transform.GetChild(1).localEulerAngles; //make sure you're getting the right child (the ship).  I don't know how they're numbered in general.

        //since angles are only stored (0,360), convert to +- 180
        if (shipRot.x > 180) shipRot.x -= 360;
        if (shipRot.y > 180) shipRot.y -= 360;
        if (shipRot.z > 180) shipRot.z -= 360;

        //vertical stick adds to the pitch velocity
        //         (*************************** this *******************************) is a nice way to get the square without losing the sign of the value
        angVel.x += Input.GetAxis("Vertical") * Mathf.Abs(Input.GetAxis("Vertical")) * sensitivity * Time.fixedDeltaTime;

        //horizontal stick adds to the roll and yaw velocity... also thanks to the .5 you can't turn as fast/far sideways as you can pull up/down
        float turn = Input.GetAxis("Horizontal") * Mathf.Abs(Input.GetAxis("Horizontal")) * sensitivity * Time.fixedDeltaTime;
        angVel.y += turn * .5f;
        angVel.z -= turn * .5f;


        //shoulder buttons add to the roll and yaw.  No deltatime here for a quick response
        //comment out the .y parts if you don't want to turn when you hit them
        if (Input.GetKey(KeyCode.Joystick1Button4) || Input.GetKey(KeyCode.I))
        {
            angVel.y -= 20;
            angVel.z += 50;
            speed -= 5 * Time.fixedDeltaTime;
        }

        if (Input.GetKey(KeyCode.Joystick1Button5) || Input.GetKey(KeyCode.O))
        {
            angVel.y += 20;
            angVel.z -= 50;
            speed -= 5 * Time.fixedDeltaTime;
        }


        //your angular velocity is higher when going slower, and vice versa.  There probably exists a better function for this.
        angVel /= 1 + deltaSpeed * .001f;

        //this is what limits your angular velocity.  Basically hard limits it at some value due to the square magnitude, you can
        //tweak where that value is based on the coefficient
        angVel -= angVel.normalized * angVel.sqrMagnitude * .08f * Time.fixedDeltaTime;


        //and finally rotate. 
        transform.GetChild(1).Rotate(angVel * Time.fixedDeltaTime);

        //this limits your rotation, as well as gradually realigns you.  It's a little convoluted, but it's
        //got the same square magnitude functionality as the angular velocity, plus a constant since x^2
        //is very small when x is small.  Also realigns faster based on speed.  feel free to tweak
        transform.GetChild(1).Rotate(-shipRot.normalized * .015f * (shipRot.sqrMagnitude + 500) * (1 + speed / maxSpeed) * Time.fixedDeltaTime);


        //LINEAR DYNAMICS//

        deltaSpeed = speed - cruiseSpeed;

        //This, I think, is a nice way of limiting your speed.  Your acceleration goes to zero as you approach the min/max speeds, and you initially
        //brake and accelerate a lot faster.  Could potentially do the same thing with the angular stuff.
        decel = speed - minSpeed;
        accel = maxSpeed - speed;

        //simple accelerations
        if (Input.GetKey(KeyCode.Joystick1Button1) || Input.GetKey(KeyCode.LeftShift))
            speed += accel * Time.fixedDeltaTime;
        else if (Input.GetKey(KeyCode.Joystick1Button0) || Input.GetKey(KeyCode.Space))
            speed -= decel * Time.fixedDeltaTime;

        //if not accelerating or decelerating, tend toward cruise, using a similar principle to the accelerations above
        //(added clamping since it's more of a gradual slowdown/speedup)
        else if (Mathf.Abs(deltaSpeed) > .1f)
            speed -= Mathf.Clamp(deltaSpeed * Mathf.Abs(deltaSpeed), -30, 100) * Time.fixedDeltaTime;


        //moves camera (make sure you're GetChild()ing the camera's index)
        //I don't mind directly connecting this to the speed of the ship, because that always changes smoothly
        transform.GetChild(0).localPosition = cameraOffset + new Vector3(0, 0, -deltaSpeed * .02f);


        float sqrOffset = transform.GetChild(1).localPosition.sqrMagnitude;
        Vector3 offsetDir = transform.GetChild(1).localPosition.normalized;


        //this takes care of realigning after collisions, where the ship gets displaced due to its rigidbody.
        //I'm pretty sure this is the best way to do it (have the ship and the rig move toward their mutual center)
        transform.GetChild(1).Translate(-offsetDir * sqrOffset * 20 * Time.fixedDeltaTime);
                                                       //(**************** this ***************) is what actually makes the whole ship move through the world!
        transform.Translate((offsetDir * sqrOffset * 50 + transform.GetChild(1).forward * speed) * Time.fixedDeltaTime, Space.World);

        //comment this out for starfox, remove the x and z components for shadows of the empire, and leave the whole thing for free roam
        transform.Rotate(shipRot.x * Time.fixedDeltaTime, (shipRot.y * Mathf.Abs(shipRot.y) * .02f) * Time.fixedDeltaTime, shipRot.z * Time.fixedDeltaTime);
    }

    void Update()
    {
    }
}

You are accessing transform.GetChild(1) everwhere. That’s at least part of your problem.

Instead create a public member and drag the transform you actually WANT into that field in the editor:

public Transform TheChildIWant;

And then use TheChildIWant instead, everywhere that you’re presently doing the getchild() construct.

using UnityEngine;
using System.Collections;

public class PlayerShipController : MonoBehaviour
{
    //speed stuff
    float speed;
    public int cruiseSpeed;
    float deltaSpeed;//(speed - cruisespeed)
    public int minSpeed;
    public int maxSpeed;
    float accel, decel;
    public Transform TheChildIWant;
    //turning stuff
    Vector3 angVel;
    Vector3 shipRot;
    public int sensitivity;

    public Vector3 cameraOffset; //I use (0,1,-3)

    void Start()
    {
        speed = cruiseSpeed;
    }

    void FixedUpdate()
    {

        //ANGULAR DYNAMICS//
      
        shipRot = transform.TheChildIWant.localEulerAngles; //make sure you're getting the right child (the ship).  I don't know how they're numbered in general.

        //since angles are only stored (0,360), convert to +- 180
        if (shipRot.x > 180) shipRot.x -= 360;
        if (shipRot.y > 180) shipRot.y -= 360;
        if (shipRot.z > 180) shipRot.z -= 360;

        //vertical stick adds to the pitch velocity
        //         (*************************** this *******************************) is a nice way to get the square without losing the sign of the value
        angVel.x += Input.GetAxis("Vertical") * Mathf.Abs(Input.GetAxis("Vertical")) * sensitivity * Time.fixedDeltaTime;

        //horizontal stick adds to the roll and yaw velocity... also thanks to the .5 you can't turn as fast/far sideways as you can pull up/down
        float turn = Input.GetAxis("Horizontal") * Mathf.Abs(Input.GetAxis("Horizontal")) * sensitivity * Time.fixedDeltaTime;
        angVel.y += turn * .5f;
        angVel.z -= turn * .5f;


        //shoulder buttons add to the roll and yaw.  No deltatime here for a quick response
        //comment out the .y parts if you don't want to turn when you hit them
        if (Input.GetKey(KeyCode.Joystick1Button4) || Input.GetKey(KeyCode.I))
        {
            angVel.y -= 20;
            angVel.z += 50;
            speed -= 5 * Time.fixedDeltaTime;
        }

        if (Input.GetKey(KeyCode.Joystick1Button5) || Input.GetKey(KeyCode.O))
        {
            angVel.y += 20;
            angVel.z -= 50;
            speed -= 5 * Time.fixedDeltaTime;
        }


        //your angular velocity is higher when going slower, and vice versa.  There probably exists a better function for this.
        angVel /= 1 + deltaSpeed * .001f;

        //this is what limits your angular velocity.  Basically hard limits it at some value due to the square magnitude, you can
        //tweak where that value is based on the coefficient
        angVel -= angVel.normalized * angVel.sqrMagnitude * .08f * Time.fixedDeltaTime;


        //and finally rotate.
        transform.TheChildIWant.Rotate(angVel * Time.fixedDeltaTime);

        //this limits your rotation, as well as gradually realigns you.  It's a little convoluted, but it's
        //got the same square magnitude functionality as the angular velocity, plus a constant since x^2
        //is very small when x is small.  Also realigns faster based on speed.  feel free to tweak
        transform.TheChildIWant.Rotate(-shipRot.normalized * .015f * (shipRot.sqrMagnitude + 500) * (1 + speed / maxSpeed) * Time.fixedDeltaTime);


        //LINEAR DYNAMICS//

        deltaSpeed = speed - cruiseSpeed;

        //This, I think, is a nice way of limiting your speed.  Your acceleration goes to zero as you approach the min/max speeds, and you initially
        //brake and accelerate a lot faster.  Could potentially do the same thing with the angular stuff.
        decel = speed - minSpeed;
        accel = maxSpeed - speed;

        //simple accelerations
        if (Input.GetKey(KeyCode.Joystick1Button1) || Input.GetKey(KeyCode.LeftShift))
            speed += accel * Time.fixedDeltaTime;
        else if (Input.GetKey(KeyCode.Joystick1Button0) || Input.GetKey(KeyCode.Space))
            speed -= decel * Time.fixedDeltaTime;

        //if not accelerating or decelerating, tend toward cruise, using a similar principle to the accelerations above
        //(added clamping since it's more of a gradual slowdown/speedup)
        else if (Mathf.Abs(deltaSpeed) > .1f)
            speed -= Mathf.Clamp(deltaSpeed * Mathf.Abs(deltaSpeed), -30, 100) * Time.fixedDeltaTime;


        //moves camera (make sure you're GetChild()ing the camera's index)
        //I don't mind directly connecting this to the speed of the ship, because that always changes smoothly
        transform.TheChildIWant.localPosition = cameraOffset + new Vector3(0, 0, -deltaSpeed * .02f);


        float sqrOffset = transform.TheChildIWant.localPosition.sqrMagnitude;
        Vector3 offsetDir = transform.TheChildIWant.localPosition.normalized;


        //this takes care of realigning after collisions, where the ship gets displaced due to its rigidbody.
        //I'm pretty sure this is the best way to do it (have the ship and the rig move toward their mutual center)
        transform.GetChild(1).Translate(-offsetDir * sqrOffset * 20 * Time.fixedDeltaTime);
                                                       //(**************** this ***************) is what actually makes the whole ship move through the world!
        transform.Translate((offsetDir * sqrOffset * 50 + transform.GetChild(1).forward * speed) * Time.fixedDeltaTime, Space.World);

        //comment this out for starfox, remove the x and z components for shadows of the empire, and leave the whole thing for free roam
        transform.Rotate(shipRot.x * Time.fixedDeltaTime, (shipRot.y * Mathf.Abs(shipRot.y) * .02f) * Time.fixedDeltaTime, shipRot.z * Time.fixedDeltaTime);
    }

    void Update()
    {
    }
}

Getting Errors

Assets/PlayerShipController.cs(109,33): error CS1061: Type UnityEngine.Transform' does not contain a definition for TheChildIWant’ and no extension method TheChildIWant' of type UnityEngine.Transform’ could be found. Are you missing an assembly reference?

It isn’t “transform.TheChildIWant.localPosition”. TheChildIWant is defined in your PlayerShipController class, not in Unity’s Transform class. Just use “TheChildIWant.localPosition”.

OK thanks though I got it to work but what I really want to do is make sure that X axis and Y axis are for steering and pitching upwards and downwards and the U axis ( or I think the 5th axis) is for the throttle and the 4th axis would be for the rudders I have been trying to get this to work like that but I think all the control instructions are coded in