Witam, mam otóż 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;
	}
}