Why am I getting a parsing error?

Why am I getting a parsing error??

	//target to follow var target : Transform;

//Checks his position, used to follow the target var pos : Transform;

//Ray variables (Length... etc.) var rayLength : float = 3;

//Movement, speed etc. var speed : float = 2;

//You can move if he is not being looked at var move : boolean = false;

//I had problems with my model sinking into the floor, adjust this variable if you need it, or remove it function FixedUpdate() { transform.position.y = 2; }

function Update() { //Setting up Raycast variables for simple object avoidance var fwd = transform.TransformDirection (Vector3.forward); var hit : RaycastHit;

    //If you are looking at the object...
    if (renderer.isVisible)
    {
    move = false;
    }

    //If you are NOT looking at the object...
    if(!renderer.isVisible)
    {
    move = true;
    }

    //If you are not looking at the object...
    if(move)
    {
    //Make him look at the target
    transform.LookAt(target);
    //Always follow the target
    pos.position += pos.forward * speed * Time.deltaTime;
    }

    //If he is 3 units away from something, move right (Works if you are not looking at the object)
    if (Physics.Raycast (transform.position, fwd, rayLength) && move)
    {
    Debug.Log("Something ahead, moving");
    transform.Translate(Vector3.right * 3 * Time.deltaTime);}
		
     }

Hello, and welcome to Unity Answers!

There are two problems with your code:

  1. This is javascript rather than c#. Make sure this lives inside a .js file.
  2. Your variable declarations were all commented out.

Here’s the fixed code. I also cleaned up the tabs a little bit.

//target to follow 
var target : Transform;

//Checks his position, used to follow the target 
var pos : Transform;

//Ray variables (Length... etc.) 
var rayLength : float = 3;

//Movement, speed etc. 
var speed : float = 2;

//You can move if he is not being looked at 
var move : boolean = false;

//I had problems with my model sinking into the floor, adjust this variable if you need it, or remove it function FixedUpdate() { transform.position.y = 2; }

function Update() { //Setting up Raycast variables for simple object avoidance 
	var fwd = transform.TransformDirection (Vector3.forward); 
	var hit : RaycastHit;

    //If you are looking at the object...
    if (renderer.isVisible)
    {
    	move = false;
    }

    //If you are NOT looking at the object...
    if(!renderer.isVisible)
    {
    	move = true;
    }

    //If you are not looking at the object...
    if(move)
    {
	    //Make him look at the target
	    transform.LookAt(target);
	    //Always follow the target
	    pos.position += pos.forward * speed * Time.deltaTime;
    }

    //If he is 3 units away from something, move right (Works if you are not looking at the object)
    if (Physics.Raycast (transform.position, fwd, rayLength) && move)
    {
	    Debug.Log("Something ahead, moving");
	    transform.Translate(Vector3.right * 3 * Time.deltaTime);}

     }