# what is the problem of this code ?

hello , I write a code with new function but when save it this errors show up :

``````BCE0044: expecting (, found 'Action_Pass_1'.

UCE0001: ';' expected. Insert a semicolon at the

BCE0043: Unexpected token: if.

UCE0001: ';' expected. Insert a semicolon at the

BCE0044: expecting :, found ';'.
``````

my code is this :

``````	if( Pass_1 ){
Action_Pass_1();
}
}

//========= Actions function ==============//

function Action_Pass_1(){

if(Stage == false){

transform.Translate(0,0,Speed*Time.deltaTime);
}
if(Mathf.Abs(transform.position.z-SecoundPosition.z)< 0.1){

Stage = true;
}
``````

thanks

Well, the first error probably refers to the previous function thatâ€™s missing a curly bracket somewhere.

Also at the end of the Action_Pass_1 function you need to add one more curly bracket as you haven't closed the function yet (from what's visible in the code provided).

here is the modified code. i modified this with the commented code,

``````function Update () {
// up
if( direction == 1 )
{
x = 0;
y = 0;
z = force;
}
// down
if( direction == 2 )
{
x = 0;
y = 0;
z = -force;
}
// left
if( direction == 3 )
{
x = -force;
y = 0;
z = 0;
}
// right
if( direction == 4 )
{
x = force;
y = 0;
z = 0;
}
// u-l
if( direction == 5 )
{
x = -force;
y = 0;
z = force;
}
//u-r
if( direction == 6 )
{
x = -force;
y = 0;
z = -force;
}
//d-l
if( direction == 7 )
{
x = force;
y = 0;
z = force;
}
//d-r
if( direction == 8 )
{
x = force;
y = 0;
z = -force;
}
// if player allow to shoot determine direction of it.

if(can_shoot){

// right shoot

if(direction == 4)
{
FirstPosition = gameObject.transform.position;
SecoundPosition.z = FirstPosition.z + Distance;

Shoot_1();
direction = 0;
}
// left shoot
if(direction == 3){
FirstPosition = gameObject.transform.position;
SecoundPosition.z = FirstPosition.z + Distance;

Shoot_2();
direction = 0;
}
}
// if player allow to pass determine direction of it .
if(can_pass){
// right pass
if(direction == 4)
{
FirstPosition = gameObject.transform.position;
SecoundPosition.z = FirstPosition.z + Distance;

Pass_1();
direction = 0;
}
// left pass
if(direction == 3){
FirstPosition = gameObject.transform.position;
SecoundPosition.z = FirstPosition.z + Distance;

Pass_2();
direction = 0;
}
// up pass
if( direction == 1){
Pass_left();
direction = 0;
}
// down pass
if( direction == 2){
Pass_right();
direction = 0;
}

}
//**************************************************************************
//             test
//***************************************************************************
if( Input.GetKeyDown(KeyCode.H)){

FirstPosition = gameObject.transform.position;

SecoundPosition.x = FirstPosition.x;

SecoundPosition.y = FirstPosition.y;

SecoundPosition.z = FirstPosition.z + Distance;

}
if(Input.GetKeyUp(KeyCode.H)){
if(Pass_1){
Pass_1 = false;
}
if(!Pass_1){
Pass_1 = true;
}

}
//************************************************************
//*************************************************************

if( Pass_1 ){
Action_Pass_1();
}
}

//========= Actions function ==============//

function Action_Pass_1(){

if(Stage == false){

transform.Translate(0,0,Speed*Time.deltaTime);
}
if(Mathf.Abs(transform.position.z-SecoundPosition.z)< 0.1){

Stage = true;
}
if(Stage == true){

transform.Translate(0,0,-Speed*Time.deltaTime);

if(Mathf.Abs(transform.position.z-FirstPosition.z)< 0.1){

Pass_1 = false;
Stage = false;
}
}

}
``````