UCE0001: ';' expected. Insert a semicolon at the end. [problem]

Please help me guys . i have 1 error .

error :

Assets/Scripts/JavaScripts/PerformanceTweak.js(212,12): UCE0001: ‘;’ expected. Insert a semicolon at the end.

and this the line with error :
int num = float.Parse(t);

And this is the whole code

var fpsCounter : FPSCounter;
var terrain : Terrain;
var messageTime = 10.0;
var scrollTime = 0.7;

private var messages = new Array();
private var times : float;
private var lastTime = 0.0;
private var doneNotes = false;
private var origDetailDist = 0.0;
private var origSplatDist = 0.0;
private var origTreeDist = 0.0;
private var origMaxLOD = 0;
private var softVegetationOff = false;
private var splatmapsOff = false;

private var lowFPS = 15.0;
private var highFPS = 35.0;

private var skipChangesTimeout = 1.0;
private var nextTerrainChange = 0;

function Start()
{
if( !fpsCounter || !terrain ) {
Debug.LogWarning(“Some of performance objects are not set up”);
enabled = false;
return;
}

origDetailDist = terrain.detailObjectDistance;
origSplatDist = terrain.basemapDistance;
origTreeDist = terrain.treeDistance;
origMaxLOD = terrain.heightmapMaximumLOD;
skipChangesTimeout = 0.0;

var distances : float[] = new float[32];
distances[16] = Camera.main.farClipPlane;
Camera.main.layerCullDistances = distances;

}

function Update ()
{
if( !fpsCounter || !terrain )
return;

if( !doneNotes && !Application.isEditor )
{
	var gfxCard = SystemInfo.graphicsDeviceName.ToLower();
	var gfxVendor = SystemInfo.graphicsDeviceVendor.ToLower();
	if( gfxVendor.Contains("intel") )
	{
		// on pre-GMA950, increase fog and reduce far plane by 4x :)
		softVegetationOff = true;
		QualitySettings.softVegetation = false;
		AddMessage( "Note: turning off soft vegetation (Intel video card detected)" );
	}
	else if( gfxVendor == "sis" )
	{
		softVegetationOff = true;
		QualitySettings.softVegetation = false;
		AddMessage( "Note: turning off soft vegetation (SIS video card detected)" );
	}
	else if( gfxCard.Contains("geforce") && (gfxCard.Contains("5200") || gfxCard.Contains("5500") || gfxCard.Contains("6100")) )
	{
		// on slow/old geforce cards, increase fog and reduce far plane by 2x
		ReduceDrawDistance( 2.0, "Note: reducing draw distance (slow GeForce card detected)" );
		
		softVegetationOff = true;
		QualitySettings.softVegetation = false;
		AddMessage( "Note: turning off soft vegetation (slow GeForce card detected)" );
	}
	else
	{
		// on other old cards, increase fog and reduce far plane by 2x

// if( hwWater == IslandWater.WaterMode.Simple )
// {
// ReduceDrawDistance( 2.0, “Note: reducing draw distance (old video card detected)” );
// }
}

	skipChangesTimeout = 0.0;
	doneNotes = true;
}

DoTweaks();

UpdateMessages();

}

function ReduceDrawDistance( factor : float, message : String )
{
AddMessage( message );
// RenderSettings.fogDensity *= factor;
// Camera.main.farClipPlane /= factor;
var distances : float = Camera.main.layerCullDistances;
for(var i : int = 0; i < distances.Length; i++)
distances /= factor;

  • Camera.main.layerCullDistances = distances;*
    }
    function OnDisable()
    {

  • QualitySettings.softVegetation = true;*
    }
    function DoTweaks()
    {

  • if( !fpsCounter.HasFPS() )*

  •   return; // enough time did not pass yet to get decent FPS count*
    
  • var fps : float = fpsCounter.GetFPS();*

  • // don’t do too many adjustments at time… allow one per*

  • // FPS update interval*

  • skipChangesTimeout -= Time.deltaTime;*

  • if( skipChangesTimeout < 0.0 )*

  •   skipChangesTimeout = 0.0;*
    
  • if( skipChangesTimeout > 0.0 )*

  •   return;*
    
  • // terrain tweaks*

  • if( fps > 25.0 )*

  • {*

  •   // bump up!*
    
  •   ++nextTerrainChange;*
    
  •   if( nextTerrainChange >= 4 )*
    
  •   	nextTerrainChange = 0;*
    
  •   if( nextTerrainChange == 0 && terrain.detailObjectDistance < origDetailDist )*
    
  •   {*
    

_ terrain.detailObjectDistance *= 2.0;_

  •   	if( !softVegetationOff )*
    
  •   		QualitySettings.softVegetation = true;*
    
  •   	AddMessage( "Framerate ok, increasing vegetation detail" );*
    
  •   	return;*
    
  •   }*
    
  •   if( nextTerrainChange == 1 && !splatmapsOff && terrain.basemapDistance < origSplatDist )*
    
  •   {*
    

_ terrain.basemapDistance *= 2.0;_

  •   	AddMessage( "Framerate ok, increasing terrain texture detail" );*
    
  •   	return;*
    
  •   }*
    
  •   if( nextTerrainChange == 2 && terrain.treeDistance < origTreeDist )*
    
  •   {*
    

_ terrain.treeDistance *= 2.0;_

  •   	AddMessage( "Framerate ok, increasing tree draw distance" );*
    
  •   	return;*
    
  •   }*
    
  • }*

  • if( fps < lowFPS )*

  • {*

  •   // lower it*
    
  •   ++nextTerrainChange;*
    
  •   if( nextTerrainChange >= 4 ) {*
    
  •   	nextTerrainChange = 0;*
    
  •   	lowFPS = 10.0; // ok, this won't be fast...*
    
  •   }*
    
  •   if( nextTerrainChange == 0 && terrain.detailObjectDistance >= origDetailDist / 16.0 ) {*
    

_ terrain.detailObjectDistance *= 0.5;_

  •   	QualitySettings.softVegetation = false;*
    
  •   	AddMessage( "Framerate low, reducing vegetation detail" );*
    
  •   	return;*
    
  •   }*
    
  •   if( nextTerrainChange == 1 && !splatmapsOff && terrain.basemapDistance >= origSplatDist / 16.0 )*
    
  •   {*
    

_ terrain.basemapDistance *= 0.5;_

  •   	AddMessage( "Framerate low, reducing terrain texture detail" );*
    
  •   	return;*
    
  •   }*
    
  •   if( nextTerrainChange == 2 && terrain.treeDistance >= origTreeDist / 16.0 )*
    
  •   {*
    

_ terrain.treeDistance *= 0.5;_

  •   	AddMessage( "Framerate low, reducing tree draw distance" );*
    
  •   	return;*
    
  •   }*
    
  • }*

  • if(fps < 20)*

  • {*

  •   if(QualitySettings.currentLevel > QualityLevel.Fastest)*
    
  •   	QualitySettings.DecreaseLevel();*
    
  • }*

  • else if(fps > highFPS)*

  • {*

  •   if(QualitySettings.currentLevel < QualityLevel.Fantastic)*
    
  •   	QualitySettings.IncreaseLevel();*
    
  • }*

  • if(QualitySettings.currentLevel < QualityLevel.Good)*

  • {*

  •   var sh : Shader = Shader.Find("VertexLit");*
    
  •   var bumpedObjects : GameObject[] = GameObject.FindGameObjectsWithTag("Bumped");*
    
  •   for(var i : int = 0; i < bumpedObjects.length; i++)*
    
  •   {*
    

_ bumpedObjects*.renderer.material.shader = sh;_
_
}_
_
}_
_
}_
function AddMessage( t : String )
_
{_
_
messages.Add( t );_
_
times.Add( messageTime );_
_
lastTime = scrollTime;_
_ skipChangesTimeout = fpsCounter.updateInterval * 3.0;_
_
}_
function UpdateMessages()
_
{_
_
var num : float;_
_
int num = float.Parse(t);_
_
var dt : float;_
_
dt = Time.deltaTime;_
_
for( var t = times; t >dt; t-- )_
_
while(times.length > 0 && times[0] < 0.0 ) {_
_
times.Shift();_
_
messages.Shift(); _
_
}_
_
lastTime -= dt;_
_
if( lastTime < 0.0 )_
_
lastTime = 0.0;*_

}
function OnGUI()
{
* var height = 15;*
* var n : int = messages.length;*
_ var rc = Rect( 2, Screen.height - 2 - n * height + (lastTime/scrollTimeheight), 600, 20 );_
_
for( var i = 0; i < n; ++i )_
_
{_
_ var text : String = messages;
var time : float = times;
var alpha = time / messageTime;
if( alpha < 0.2 )
GUI.color.a = alpha / 0.2;
else if( alpha > 0.9 )
GUI.color.a = 1.0 - (alpha-0.9) / (1-0.9);
else*

* GUI.color.a = 1.0;*_

* GUI.Label( rc, text );*
* rc.y += height;*
* }*
}

Please learn to format your code - both in terms of how to post on this site, and in general. It’s very hard to follow and you seem to have a complete lack of any line breaks!

However, based on the line that is causing the error, I’d say that you’ve mixed up Unityscript and C# syntax.

Instead of:

var num : float; int num = float.Parse(t);

Try:

var num : float = float.Parse(t);

function UpdateMessages()
{
var num = t;
var num : float = float.Parse(t);
var dt : float;
dt = Time.deltaTime;
for( var t = times; t >dt; t-- )
while(times.length > 0 && times < 0.0 ) {
times.Shift();
messages.Shift();
}
lastTime -= dt;
if( lastTime < 0.0 )
lastTime = 0.0;

}

its not work :frowning: what’s the problem to my code :frowning: