Newly created scripts cannot be referenced

Hi all, since yesterday I’ve been facing the issue that all newly created scripts cannot be referenced. I have made no change to Unity Version, I have made no change to the way I create the Scripts though no matter what, every script created from yesterday onwards cannot be referenced by my project, the errors are both present in VS 2019-16.8.2 and Unity 2019.4.16f1- I have provided some screen shots below to show what is going wrong.

As you can see with this first one, one of my very first scripts for the project was to pickup objetcs, that is being referenced without issues to determine weather the correct item is being collided with, though the script I created yesterday to handle a Hydrocloric Acid item to store its data like remaining amount, ect. can not be referenced at all.

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What would generally be a cause of this problem?


EDIT: After fixing the hilariously obvious spelling mistake I was still receiving the ORIGINAL error (the only reason the file was misnamed as I was trying to back track all the new scripts that werent working) I had renamed it in hopes to fix the previous problem, but all it sturred up was people more than willing to fix the incorrect script name, yet completly ignoring the original issue of all my last 5-7 scripts not being referenced by unity within Visual Studio, this was not due to an incorrectly named script, as I was receiving this error before I renamed any script. My fix was to backup the Assets and Project Settings Files, and import them into a fresh project, after that all the new scripts started getting refernced and would allow for auto completion ect. Also yes I tried the basics of restarting Unity and restarting my computer a handful of times before coming to doing a backup recovery

@FuryFight3r, it happens when we name the class file differently from the class name.

In your case, the class is called hyrdoAcid and your file is called hydroAcid.

Also for code convention, name both with a capital H. So both class and file should be named HydroAcid.

How about just put your hyrdoAcid [sic] class into a file named hyrdoAcid.cs? :wink: