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Question by Zachwalt · Mar 07, 2015 at 11:24 PM · c#physics

My Movement code does not work, help please.

I am trying to code C# for character movement. I have been following a tutorial, and this is the code that I ended up with.

{ void FixedUpdate ()

 {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");

     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

     Rigidbody.Addforce(movement);
 }

}

I do not know what my error is but when I try to test my game play, i get an error message in Unity saying "All complier errors must be fixed before you can enter play mode. please help me.

I am using the most recent version of Unity, unity 5

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avatar image meat5000 ♦ · Mar 06, 2015 at 11:01 PM 0
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That is an incomplete script.

Aside from that you are using Rigidbody with a capital R when it should be lowercase, you need to make sure you have the namespaces and class declaration in there too.

Ok the Unity 5 docs state that you should use GetComponent(RigidBody) (uJS) or the C# equivalent.

avatar image Zachwalt · Mar 07, 2015 at 08:14 AM 0
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http://unity3d.com/learn/tutorials/projects/roll-a-ball/moving-the-player

that is the tutorial from which I got the script. the script works for him. How do I make the script work for me? any suggestions?I honestly don't even know where to begin.

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Answer by S_Darkwell · Mar 08, 2015 at 12:59 AM

The tutorial you are following was created using Unity 4. Unity 5 handles the accessing of certain components (such a Rigidbody) differently.

The easiest way to fix your code is to replace:

 Rigidbody.AddForce(movement);

With:

 GetComponent<Rigidbody>().AddForce(movement);

A better way would be to cache the Rigidbody component in Start(), then access the cached version thereafter. Here is tutorial's code rewritten for Unity 5 (and caching the Rigidbody component).

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;
 
     private Rigidbody Body;
 
     void Start()
     {
         Body = GetComponent<Rigidbody>();
     }
 
     void FixedUpdate()
     {
         float moveHorizontal = Input.GetAxis( "Horizontal" );
         float moveVertical = Input.GetAxis("Vertical");
         
         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
 
         Body.AddForce(movement * speed);
     }
 }

Hope this helps!

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