title: 'CrossPlatformInputManager' does not exist in the current context
body: <p>So I'm working on a project in Unity and this pops up out of the blue.<br />
  The console error is:</p>
  <blockquote>
  <p>Assets/StandardAssets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs(29,27): error CS0103: The name 'CrossPlatformInputManager' does not exist in the current context</p>
  </blockquote>
  <p>The following is the script to which it is referring:</p>
  <pre><code>using System;
  using UnityEngine;
  using UnityStandardAssets.CrossPlatformInput;
  
  namespace UnityStandardAssets.Vehicles.Aeroplane
  {
      [RequireComponent(typeof (AeroplaneController))]
      public class AeroplaneUserControl2Axis : MonoBehaviour
      {
          // these max angles are only used on mobile, due to the way pitch   and roll input are handled
          public float maxRollAngle = 80;
          public float maxPitchAngle = 80;
  
          // reference to the aeroplane that we're controlling
          private AeroplaneController m_Aeroplane;
  
  
          private void Awake()
          {
              // Set up the reference to the aeroplane controller.
              m_Aeroplane = GetComponent&lt;AeroplaneController&gt;();
          }
  
  
          private void FixedUpdate()
          {
              // Read input for the pitch, yaw, roll and throttle of the aeroplane.
              float roll = CrossPlatformInputManager.GetAxis(&quot;Horizontal&quot;);
              float pitch = CrossPlatformInputManager.GetAxis(&quot;Vertical&quot;);
              bool airBrakes = CrossPlatformInputManager.GetButton(&quot;Fire1&quot;);
  
              // auto throttle up, or down if braking.
              float throttle = airBrakes ? -1 : 1;
  #if MOBILE_INPUT
              AdjustInputForMobileControls(ref roll, ref pitch, ref throttle);
  #endif
              // Pass the input to the aeroplane
              m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes);
          }
  
  
          private void AdjustInputForMobileControls(ref float roll, ref float      pitch, ref float throttle)
          {
              // because mobile tilt is used for roll and pitch, we help out by
              // assuming that a centered level device means the user
              // wants to fly straight and level!
  
              // this means on mobile, the input represents the *desired* roll angle of the aeroplane,
              // and the roll input is calculated to achieve that.
              // whereas on non-mobile, the input directly controls the roll of the aeroplane.
  
              float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad;
              float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad;
              roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle),     -1, 1);
              pitch = Mathf.Clamp((intendedPitchAngle -   m_Aeroplane.PitchAngle), -1, 1);
  
              // similarly, the throttle axis input is considered to be the     desired absolute value, not a relative change to current throttle.
              float intendedThrottle = throttle*0.5f + 0.5f;
              throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle,     -1, 1);
          }
      }
  }
  </code></pre>