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The `.' operator cannot be applied to operand of type `method group'
Can't operator == be applied to generic types in C#?Interop type cannot be embeddedOperator '==' cannot be applied to operand of type 'method group'Quaternion rotation in XNAOperator `*' cannot be applied to operands of type `method group' and `float'My shooting script does not work after respawningCalculate target angle given current angle and target position?How to fix this Unity error?The '.' operator cannot be applied to operand of type 'method group'The '.' operator cannot be applied to operand of type 'method group' Error CS0023
I want to call visualWheel.transform.position
which is defined in first method into second function.
public class AxleInfo
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
public class newscript1 : MonoBehaviour
public Transform target;
public List<AxleInfo> axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
public float speed = 5;
// public Global visualWheel.transform.position;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
if (collider.transform.childCount == 0)
return;
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
public void FixedUpdate()
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos)
if (axleInfo.steering)
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
if (axleInfo.motor)
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
//maxMotorTorque=10;
// I am getting error here
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
I am getting error at
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
c# unity3d
|
show 3 more comments
I want to call visualWheel.transform.position
which is defined in first method into second function.
public class AxleInfo
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
public class newscript1 : MonoBehaviour
public Transform target;
public List<AxleInfo> axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
public float speed = 5;
// public Global visualWheel.transform.position;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
if (collider.transform.childCount == 0)
return;
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
public void FixedUpdate()
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos)
if (axleInfo.steering)
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
if (axleInfo.motor)
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
//maxMotorTorque=10;
// I am getting error here
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
I am getting error at
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
c# unity3d
3
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean byApplyLocalPositionToVisuals.position
?
– DavidG
Mar 8 at 11:31
3
ApplyLocalPositionToVisuals
is a method, what did you want this to do:ApplyLocalPositionToVisuals.position
? It is also a method "returning"void
(ie. nothing), so it's not just a case of missing the call parenthesis either.
– Lasse Vågsæther Karlsen
Mar 8 at 11:31
4
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
1
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
1
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59
|
show 3 more comments
I want to call visualWheel.transform.position
which is defined in first method into second function.
public class AxleInfo
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
public class newscript1 : MonoBehaviour
public Transform target;
public List<AxleInfo> axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
public float speed = 5;
// public Global visualWheel.transform.position;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
if (collider.transform.childCount == 0)
return;
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
public void FixedUpdate()
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos)
if (axleInfo.steering)
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
if (axleInfo.motor)
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
//maxMotorTorque=10;
// I am getting error here
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
I am getting error at
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
c# unity3d
I want to call visualWheel.transform.position
which is defined in first method into second function.
public class AxleInfo
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
public class newscript1 : MonoBehaviour
public Transform target;
public List<AxleInfo> axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
public float speed = 5;
// public Global visualWheel.transform.position;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
if (collider.transform.childCount == 0)
return;
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
public void FixedUpdate()
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos)
if (axleInfo.steering)
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
if (axleInfo.motor)
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
//maxMotorTorque=10;
// I am getting error here
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
I am getting error at
if (ApplyLocalPositionToVisuals.position != target.position)
Vector3.MoveTowards(ApplyLocalPositionToVisuals.position, target.position, speed * Time.deltaTime);
c# unity3d
c# unity3d
edited Mar 8 at 11:44
Kzrystof
2,17231527
2,17231527
asked Mar 8 at 11:30
Usman khanUsman khan
568
568
3
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean byApplyLocalPositionToVisuals.position
?
– DavidG
Mar 8 at 11:31
3
ApplyLocalPositionToVisuals
is a method, what did you want this to do:ApplyLocalPositionToVisuals.position
? It is also a method "returning"void
(ie. nothing), so it's not just a case of missing the call parenthesis either.
– Lasse Vågsæther Karlsen
Mar 8 at 11:31
4
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
1
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
1
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59
|
show 3 more comments
3
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean byApplyLocalPositionToVisuals.position
?
– DavidG
Mar 8 at 11:31
3
ApplyLocalPositionToVisuals
is a method, what did you want this to do:ApplyLocalPositionToVisuals.position
? It is also a method "returning"void
(ie. nothing), so it's not just a case of missing the call parenthesis either.
– Lasse Vågsæther Karlsen
Mar 8 at 11:31
4
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
1
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
1
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59
3
3
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean by ApplyLocalPositionToVisuals.position
?– DavidG
Mar 8 at 11:31
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean by ApplyLocalPositionToVisuals.position
?– DavidG
Mar 8 at 11:31
3
3
ApplyLocalPositionToVisuals
is a method, what did you want this to do: ApplyLocalPositionToVisuals.position
? It is also a method "returning" void
(ie. nothing), so it's not just a case of missing the call parenthesis either.– Lasse Vågsæther Karlsen
Mar 8 at 11:31
ApplyLocalPositionToVisuals
is a method, what did you want this to do: ApplyLocalPositionToVisuals.position
? It is also a method "returning" void
(ie. nothing), so it's not just a case of missing the call parenthesis either.– Lasse Vågsæther Karlsen
Mar 8 at 11:31
4
4
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
1
1
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
1
1
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59
|
show 3 more comments
0
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3
ApplyLocalPositionToVisuals
is a method that doesn't return anything, so what do you mean byApplyLocalPositionToVisuals.position
?– DavidG
Mar 8 at 11:31
3
ApplyLocalPositionToVisuals
is a method, what did you want this to do:ApplyLocalPositionToVisuals.position
? It is also a method "returning"void
(ie. nothing), so it's not just a case of missing the call parenthesis either.– Lasse Vågsæther Karlsen
Mar 8 at 11:31
4
Yay for comment symmetry :)
– DavidG
Mar 8 at 11:32
1
It is very hard to understand what the question is because the way I read it is as follows: "The compiler is giving me an error. Here is the code that is giving me an error.", and then nothing. Yes, the compiler is giving you an error because you've written invalid code. I still don't understand what you mean by "ApplyLocalPositionToVisuals.position", as this makes no sense. Please elaborate, or look at your code.
– Lasse Vågsæther Karlsen
Mar 8 at 11:47
1
This is a small enough piece of code that you should be able to apply Eric Lippert's advice. What does the duck say?
– Damien_The_Unbeliever
Mar 8 at 11:59