Why do I get this error: "Assets/Scripts/Parkour Movement.cs(15,38): error CS0119: Expression denotes a `type', where a `variable', `value' or `method group' was expected"

Why do I get this error: “Assets/Scripts/Parkour Movement.cs(15,38): error CS0119: Expression denotes a type', where a variable’, value' or method group’ was expected” with these lines?:

	private bool surfaceNormal = Vector3;
	private bool myNormal = Vector3;

Thanks for your help. Sorry for such a basic question. I couldn’t use new or var because this is under “public class ParkourMovement : MonoBehaviour {”

Thanks again.

EDIT:
So after applying the fix below, I know have 28 more errors because my script is a mess after a conversion from Java script. Any help would be greatly appreciated! Thanks!

using UnityEngine;
using System.Collections;

[RequireComponent (typeof(CharacterController))]
public class ParkourMovement : MonoBehaviour {
	public float moveSpeed = 6.0f; // Movement speed
	public float turnSpeed = 90.0f; // Turning speed in degrees per second
	private float lerpSpeed = 10.0f; // Smoothing speed
	public float gravity = 10.0f; // Gravity acceleration
    
	float deltaGround = 0.2f; // Character is grounded up to the distance
	public float jumpSpeed = 10.0f;
	public float jumpRange = 10.0f;
	bool isGrounded;
	private Vector3 surfaceNormal = new Vector3(1,2,3);
	private Vector3 myNormal = Vector3.f;
	private float distGround;
	bool jumping = false; // Flag for jumping to the wall
	private float vertSpeed = 0.0f; // The current speed of the Vertical Jump
	

	// Use this for initialization
	void Start () {
		myNormal = Transform.up; // Normal starts as the up direction of the character
		rigidbody.freezeRotation = true; // Disables the rotation via physics
		distGround = collider.bounds.extents.y - collider.center.y; // Distance from transform.posistion to the ground
	}
	
	void FixedUpdate() {
		rigidbody.AddForce (-gravity * rigidbody.mass * myNormal); // Apply constant weight force according to character normal
	}
	
	// Update is called once per frame
	void Update () {
		
		// Jump Code - Jump to wall or simple Jump
		if (jumping) return;
		var ray = Ray;
		var hit = RaycastHit;
		if (Input.GetButtonDown ("Jump")) { // If the player is pressing jump...
			ray = Ray(transform.posistion, transform.forward);
			if (Physics.Raycast(ray, hit, jumpRange)) { // Checks to see if there is a wall
				JumpToWall(hit.point, hit.normal); // Yes Jump to the wall
			} else {
				if(isGrounded) { //no; if grounded, jump up
					Rigidbody.velocity += jumpSpeed * myNormal;
				}
			}
			
		// Movement Code - Turn left/right with Horizontal Axis
			Transform.Rotate(0, Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime, 0); // Update the surface noraml and isGrounded
			ray = Ray(Transform.posistion, -myNormal); // Cast a ray downwards
			if (Physics.Raycast(ray, hit)) {
				isGrounded = hit.Distance <= distGround + deltaGround;
				surefaceNoraml = hit.normal;
			} else {
				isGrounded = false;
				surfaceNormal = Vector3.up; // Assumes that the noraml is up to avoid some weird shit
			}
			myNormal = Vec.Lerp(myNormal, surfaceNormal, lerpSpeed * Time.deltaTime);
			var myForward = Vector3.Cross (Transform.right, myNormal); // Finds the forwards direction with my normal
			var targetRot = Quaternion.LookRotation (myForward, myNoraml); // Alligns the character to the new myNormal whilst keep the same forward Direction
			Transform.rotation = Quaternion.Lerp (Transform.rotation, targetRot, lerpSpeed * Time.deltaTime);
			Transform.translate (0, 0, Input.GetAxis ("Vertical") * moveSpeed * Time.deltaTime);
		}
	}
}

Holy s*** bro lol. There were so many errors, most because of spelling. Some because of capitalization errors. You were also doing some javascript stuff inside this c-sharp script. You are using Monodevelop to program for unity right? If so it has autocomplete…
I also organized this where you’re not defining a bunch of variables in Update(). I commented out the JumpToWall() statement because you have it calling that method, but the method doesn’t exist. Try this out, study how I formatted it, how I rearranged everything. The way I have it makes it way easier for you to find things you want to edit or fix. Here is the error free version of your script.

using UnityEngine;
using System.Collections;

[RequireComponent (typeof(CharacterController))]

public class ParkourMovement : MonoBehaviour 
{
	public float moveSpeed = 6.0f; // Movement speed
	public float turnSpeed = 90.0f; // Turning speed in degrees per second
	public float gravity = 10.0f; // Gravity acceleration
	public float jumpSpeed = 10.0f;
	public float jumpRange = 10.0f;
	
	float distGround;
	float lerpSpeed = 10.0f; // Smoothing speed
	float deltaGround = 0.2f; // Character is grounded up to the distance
	float vertSpeed = 0.0f; // The current speed of the Vertical Jump
	
	bool isGrounded;
	bool jumping = false; // Flag for jumping to the wall
	
	Vector3 surfaceNormal = new Vector3(1,2,3);
	Vector3 myNormal = Vector3.forward;
	Vector3 myForward;
	
	Ray ray;
	RaycastHit hit;
	
	Quaternion targetRot;
	
	// Use this for initialization
	void Start () 
	{
		myNormal = transform.up; // Normal starts as the up direction of the character
		rigidbody.freezeRotation = true; // Disables the rotation via physics
		distGround = collider.bounds.extents.y - collider.bounds.center.y; // Distance from transform.posistion to the ground
	}
	
	void FixedUpdate() 
	{
		rigidbody.AddForce (-gravity * rigidbody.mass * myNormal); // Apply constant weight force according to character normal
	}
	
	// Update is called once per frame
	void Update () 
	{
		// Jump Code - Jump to wall or simple Jump
		if (jumping) 
			return;
		
		if (Input.GetButtonDown ("Jump")) 
		{ // If the player is pressing jump...
			ray = new Ray(transform.position, transform.forward);
            if (Physics.Raycast(ray, out hit, jumpRange)) 
			{ // Checks to see if there is a wall
				
				//THERE IS NO METHOD FOR JUMPTOWALL!
				//JumpToWall(hit.point, hit.normal); // Yes Jump to the wall
			} 
		}
		
		else 
		{
			if(isGrounded) 
			{ 
				//no; if grounded, jump up
				rigidbody.velocity += jumpSpeed * myNormal;
			}
		}
		
		// Movement Code - Turn left/right with Horizontal Axis
		transform.Rotate(0, Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime, 0); // Update the surface noraml and isGrounded
		ray = new Ray(transform.position, -myNormal); // Cast a ray downwards
		
		if (Physics.Raycast(ray, out hit)) 
		{
			isGrounded = hit.distance <= distGround + deltaGround;
			surfaceNormal = hit.normal;
		} 
		
		else 
		{
			isGrounded = false;
			surfaceNormal = Vector3.up; // Assumes that the noraml is up to avoid some weird shit
		}
		
		myNormal = Vector3.Lerp(myNormal, surfaceNormal, lerpSpeed * Time.deltaTime);
		myForward = Vector3.Cross (transform.right, myNormal); // Finds the forwards direction with my normal
		targetRot = Quaternion.LookRotation (myForward, myNormal); // Alligns the character to the new myNormal whilst keep the same forward Direction
		transform.rotation = Quaternion.Lerp (transform.rotation, targetRot, lerpSpeed * Time.deltaTime);
		transform.Translate (0, 0, Input.GetAxis ("Vertical") * moveSpeed * Time.deltaTime);
	}
}

private Vector3 surfaceNormal = new Vector3(1,2,3);
private Vector3 myNormal = Vector3.forward;

The assignments are just sample values :wink: