Witam, mam otusz taki problem:
Assets/Player/Scripts/PlayerStats.cs(26,17): error CS0246: The type or namespace name `CharacterMotor' could not be found. Are you missing a using directive or an assembly reference?

Screen z programu: http://zapodaj.net/0cb90f6f26411.png.html
Kod:

using UnityEngine;
using System.Collections;

public class PlayerStats : MonoBehaviour {
    private float maxHealth = 100;
    private float currentHealth = 100;
    private float maxArmour = 100;
    private float currentArmour = 100;
    private float maxStamina = 100;
    private float currentStamina = 100;
    private float canHeal = 0.0f;
    private float canRegenerate = 0.0f;

    public Texture2D healthTexture;
    public Texture2D armourTexture;
    public Texture2D staminaTexture;

    private Vector3 lastPosition;

    private float barWidth;
    private float barHeight;

    public float walkSpeed = 10.0f;
    public float runSpeed = 20.0f;
    private CharacterController chCont;
    private CharacterMotor chMotor;

    public GUITexture hitTexture;

    void regenerate(ref float currentStat, float maxStat)
    {
        currentStat += maxStat * 1.90f;
        Mathf.Clamp(currentStat, 0, maxStat);
    }

    void OnGUI()
    {
        GUI.DrawTexture(new Rect(Screen.width - barWidth - 10,
                                 Screen.height - barHeight - 10,
                                 currentHealth * barWidth / maxHealth,
                                 barHeight),
                        healthTexture);
        GUI.DrawTexture(new Rect(Screen.width - barWidth - 10,
                                 Screen.height - barHeight * 2 - 20,
                                 currentArmour * barWidth / maxArmour,
                                 barHeight),
                        armourTexture);
        GUI.DrawTexture(new Rect(Screen.width - barWidth - 10,
                                 Screen.height - barHeight * 3 - 30,
                                 currentStamina * barWidth / maxStamina,
                                 barHeight),
                        staminaTexture);
    }

    void FixedUpdate ()
    {
        float speed = walkSpeed;
        if(chCont.isGrounded && Input.GetKey(KeyCode.LeftShift) && lastPosition != transform.position && currentStamina > 0) {
            lastPosition = transform.position;
            speed = runSpeed;
            currentStamina -= 1;
            currentStamina = Mathf.Clamp(currentStamina, 0, maxStamina);
        }   
        chMotor.movement.maxForwardSpeed = speed;
    }
    void Update ()
    {
        if(canHeal > 0.0f) {
            canHeal -= Time.deltaTime;
        }
        if(canRegenerate > 0.0f) {
            canRegenerate -= Time.deltaTime;

        if(canHeal <= 0.0f && currentHealth < maxHealth) {
            regenerate(ref currentHealth, maxHealth);

        }
        if(canRegenerate <= 0.0f && currentStamina < maxStamina) {
            regenerate(ref currentStamina, maxStamina);

            }

        }
        }

    void takeHit(float demage)
    {
        if(currentArmour > 0) {
            currentArmour = currentArmour - demage;
            if(currentArmour < 0) {
                currentHealth += currentArmour;
                currentArmour = 0;
            }
        } else {
            currentHealth -= demage;
        }

        if(currentHealth < maxHealth) {  // Tego ifa!
            canHeal = 5.0f;
        }

        Destroy(Instantiate(hitTexture), 0.15f);
        currentArmour = Mathf.Clamp(currentArmour, 0, maxArmour);
        currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
    }

    void Awake()
    {
        barHeight = Screen.height * 0.02f;
        barWidth = barHeight * 10.0f;

        chCont = GetComponent<CharacterController>();
        chMotor = GetComponent<CharacterMotor>();

        lastPosition = transform.position;
    }
}