what is the meaning of this error BCE0019: 'position' is not a member of 'Object'. when i switch to android this error occurs but for pc platform code works fine no error, please tell me the reason behind this error.

/*i change the var path : Array; to var path : Transform; but path is not being created. and i remove

#paragmastrict from script and put it again but not work.*/

var path : Array;

var pathGroup : Transform;

var maxSteer : float = 15.0 ;

var wheelFL : WheelCollider;

var wheelFR : WheelCollider;

var wheelRL : WheelCollider;

var wheelRR : WheelCollider;

var currentPathObj : int;

//var dir : float;

var centerOfMass : Vector3;

var distanceFromPath : float = 20;

var maxTorque : float = 50;

var currentSpeed : float ;

var topSpeed : float = 150;

var decellerationSpeed = 10;

var brakeingMesh : Renderer;

var idleBrakeLight : Material;

var activeBrakeLight : Material;

var isBrakeing : boolean;

var inSector : boolean ;

var sensorLength : float = 5;

var frontSensorStartPoint : float = 5;

var frontSensorSideDist : float ;

var frontSensorsAngle : float = 30;

var sidewaySensorLength : float =5 ;

var avoidSpeed : float = 10;

private var flag : int = 0;

var reversing : boolean = false;

var reverCounter : float = 0.0;

var waitToReverse : float = 3.0;

var reverFor : float = 1.5;

var respawnWait : float = 5;

var respawnCounter : float = 0.0;

function Start(){

rigidbody.centerOfMass = centerOfMass;

GetPath();

}

function GetPath(){

var path_objs : Array = pathGroup.GetComponentsInChildren(Transform);

path = new Array();

for(var path_obj : Transform in path_objs){

if(path_obj != pathGroup)

 path[path.length] = path_obj;
}

}

function Update(){

if(flag == 0)

GetSteer();

Move();

BrakeingEffect();

Sensors();

Respawn();

}

function GetSteer() {

var steerVector : Vector3 = transform.InverseTransformPoint(Vector3(path[currentPathObj].position.x ,

transform.position.y , path[currentPathObj].position.z)) ;

var newSteer : float = maxSteer *(steerVector.x / steerVector.magnitude);

//dir = steerVector.x / steerVector.magnitude;

wheelFL.steerAngle = newSteer;

wheelFR.steerAngle = newSteer;

if(steerVector.magnitude <= distanceFromPath){

currentPathObj++;

}

if(currentPathObj >= path.length){

currentPathObj = 0;

}

}

function Move(){

currentSpeed = 2 * (22/7) * wheelRL.radius * wheelRL.rpm * 60/1000;

currentSpeed = Mathf.Round(currentSpeed);

if(currentSpeed <= topSpeed && !inSector){

if(!reversing){

wheelRL.motorTorque = maxTorque;

wheelRR.motorTorque = maxTorque;

}

else {

wheelRL.motorTorque = -maxTorque;

wheelRR.motorTorque = -maxTorque;

}

wheelRL.brakeTorque = 0;

wheelRR.brakeTorque = 0;

}

else if(!inSector){

wheelRL.motorTorque = 0;

wheelRR.motorTorque = 0;

wheelRL.brakeTorque = decellerationSpeed ;

wheelRR.brakeTorque = decellerationSpeed;

}

}

function BrakeingEffect(){

if(isBrakeing == true){

brakeingMesh.material = activeBrakeLight ;

}

else

brakeingMesh.material = idleBrakeLight;

}

function Sensors(){

flag = 0 ;

var avoidSenstivity : float =0 ;

var pos : Vector3 ;

var hit : RaycastHit ;

var rightAngle = Quaternion.AngleAxis(frontSensorsAngle , transform.up) * transform.forward;

var leftAngle = Quaternion.AngleAxis(-frontSensorsAngle , transform.up) * transform.forward;

pos = transform.position;

pos += transform.forward*frontSensorStartPoint;

// brakeing sensor.

if(Physics.Raycast(pos,transform.forward,hit,sensorLength)){

if(hit.transform.tag != “Terrain”){

flag++;

wheelRL.brakeTorque = decellerationSpeed;

wheelRR.brakeTorque = decellerationSpeed;

Debug.DrawLine(pos,hit.point,Color.red);

}

}
else{

wheelRL.brakeTorque = 0;

wheelRR.brakeTorque = 0;

}

//front straight right sensor.

pos += transform.right*frontSensorSideDist;

if(Physics.Raycast(pos ,transform.forward , hit , sensorLength)){

if(hit.transform.tag != “Terrain”){

flag++;

avoidSenstivity -= 1;

Debug.Log(“Avoiding”);

Debug.DrawLine(pos,hit.point,Color.white);

}

}

else if(Physics.Raycast(pos , rightAngle , hit , sensorLength)){ //front angled right sensor.

if(hit.transform.tag != “Terrain”){

avoidSenstivity -= 0.5;

flag++;

Debug.DrawLine(pos,hit.point,Color.white);

}

}

// front straight left sensor.

pos = transform.position;

pos += transform.forward*frontSensorStartPoint;

pos -= transform.right*frontSensorSideDist;

if(Physics.Raycast(pos,transform.forward,hit,sensorLength)){

if(hit.transform.tag != “Terrain”){

flag++;

avoidSenstivity += 1;

Debug.Log(“Avoiding”);

Debug.DrawLine(pos,hit.point,Color.white);

}

}

else if(Physics.Raycast(pos,leftAngle,hit,sensorLength)){ //front angles left sensor.

if(hit.transform.tag != “Terrain”){

flag++;

avoidSenstivity += 0.5;

Debug.DrawLine(pos,hit.point,Color.white);

}

}

// rightsideWay sensor.

if(Physics.Raycast(transform.position,transform.right,hit,sidewaySensorLength)){

if(hit.transform.tag != “Terrain”){

flag++;

avoidSenstivity -= 0.5;

Debug.DrawLine(transform.position,hit.point,Color.white);

}

}

// leftsideWay sensor.

if(Physics.Raycast(transform.position,-transform.right,hit,sidewaySensorLength)){

if(hit.transform.tag != “Terrain”){

flag++;

avoidSenstivity += 0.5;

Debug.DrawLine(transform.position,hit.point,Color.white);

}

}

pos = transform.position;

pos += transform.forward*frontSensorStartPoint;

//front mid sensor.

if(avoidSenstivity == 0){

if(Physics.Raycast(pos,transform.forward,hit,sensorLength)){

if(hit.transform.tag != “Terrain”){

if(hit.normal.x < 0)

avoidSenstivity = -1;

else

avoidSenstivity = 1;

Debug.DrawLine(pos,hit.point,Color.white);

}

}

}

if(rigidbody.velocity.magnitude < 2 && !reversing){

reverCounter += Time.deltaTime;

if(reverCounter >= waitToReverse){

reverCounter = 0;

reversing = true;

}

}

else if(!reversing){

reverCounter = 0;

}

if(reversing){

avoidSenstivity *= -1;

reverCounter += Time.deltaTime;

if(reverCounter >= reverFor){

reverCounter = 0;

reversing = false;
}

}

if(flag!= 0)

AvoidSteer(avoidSenstivity);

}

function AvoidSteer(senstivity : float){

wheelFL.steerAngle = avoidSpeed * senstivity;

wheelFR.steerAngle = avoidSpeed * senstivity;

}

function Respawn(){

if(rigidbody.velocity.magnitude < 2){

respawnCounter += Time.deltaTime;

if(respawnCounter >= respawnWait){

if(currentPathObj == 0){

transform.position = path[path.length -1].position;

}

else{

transform.position = path[currentPathObj -1 ].position;

}

respawnCounter = 0;

transform.localEulerAngles.z = 0;

}

}

}

JS Array class won’t work with #pragma strict code, unless you manually cast to the correct type when retrieving items.

unity Wiki - Choosing the right collection type

Try changing

 var path : Array;

to

 import System.Collections.Generic;
 var path : List.<Transform> = new List.<Transform>();

and revise your GetPath() function. I’m not sure what you’re trying to do, but it doesn’t look right. Try something like:

function GetPath(){	
	var path_objs : Array = pathGroup.GetComponentsInChildren(Transform);

	for(var path_obj : Transform in path_objs){
		if(path_obj != pathGroup)
			path.Add(path_obj);
	}
}

you’ll also need change all of path’s “.length” to “.Count”