When i type code to move my person i get errors

My code is here. Can I get help!!

moved from answer

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Move : MonoBehaviour {
	public float moveSpeed = 10.0f;
	public Vector3 moveVector;

	void Update()
	{
		GetInput(Input.GetAxis ("Vertical"), Input.GetAxis("Horizontal"));
	}

	void GetInput(float vert, float horiz)
	{
		//apply directional vectors
		moveVector = (transform.forward * vert + transform.right * horiz) * moveSpeed;

		//cap speed
		moveVector = Vector3.ClampMagnitude(moveVector, moveSpeed);
		//apply to velocity
		rigidbody.velocity = moveVector;

moved from comment

When I realized i deleted the curly brackets i added them and got an error that says, ridgidbody.velocity doesn’t have a definition:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Move : MonoBehaviour {
     public float moveSpeed = 10.0f;
     public Vector3 moveVector;
 
     void Update()
     {
         GetInput(Input.GetAxis ("Vertical"), Input.GetAxis("Horizontal"));
     }
 
     void GetInput(float vert, float horiz)
 
     {
         //apply directional vectors
         moveVector = (transform.forward * vert + transform.right * horiz) * moveSpeed;
 
         //cap speed
         moveVector = Vector3.ClampMagnitude(moveVector, moveSpeed);
         //apply to velocity
         rigidbody.velocity = moveVector;
     }
 }

The error simply tells you that the compiler expected “more code” to follow but it hit the end of your file.

You removed the closing curly bracket that closes your GetInput method as well as the closing curly bracket that would close your class definition.

edit
Your second error is that you probably used an old example somewhere on the net. The rigidbody shortcut property doesn’t exist anymore. Those properties for built-in components have been removed to have a more consistent interface. The only one that still exists is the transform property.

Anyways now you have to use GetComponent<ComponentName>() to access another component on this GameObject. So in your case GetComponent<Rigdbody>().

It’s usually a good idea to cache the rigidbody reference in Awake or Start and use the cached version everywhere else:

// [ ... ]
public Vector3 moveVector;
private Rigidbody rb;

void Awake()
{
    rb = GetComponent<Rigidbody>();
}
// [ ... ]
void GetInput(float vert, float horiz)
{
    // [ ... ]
    rb.velocity = moveVector;
}

You clearly have trouble with the very basic syntax rules. Unity Answers is not a place to learn programming from 0. It’s ment for questions that arise from the use of the Unity engine. Don’t get me wrong. We’r happy helping newcomers if they hit a general logic problem or a syntax problem they don’t understand, but we can’t start explaining how to turn on a computer. Also questions should meet a certain “quality level”. That includes (but is not limited to ^^):

  • writing a title that reflects the actual problem. If you got an error (runtime / compile time) that should be at least mentioned in the title.
  • actually writing a question and a proper description. The description should include everything that’s necessary to understand your problem. The general rule: Include as much as necessary and as little as possible. So don’t just post a script that has 2000 lines.
  • If you post code / code fragments make sure you post them as text and you mark it as code by selecting the code and pressing the “101/010” button.