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Question by Aunel · Jan 07, 2016 at 06:35 PM · androidrotationmouseorbit

Problem with mouseorbit android

Hi all, these script work well in PC but in android doesn't work well, how make these script work in android in joystick , buttons or anything??

This script is for player

using UnityEngine; using System.Collections;

public class rotacion : MonoBehaviour {

     public float xSpeed = 250.0f;
     
     private float x;
     private float y;
     
     void Awake()
     {
         Vector3 angles = transform.eulerAngles;
         x = angles.x;
         y = angles.y;
         
         if(GetComponent<Rigidbody>() != null)
         {
             rigidbody.freezeRotation = true;
         }
     }
     
     void LateUpdate()
     {
             x += (float)(Input.GetAxis("Mouse X") * xSpeed * 0.02f);
             
             Quaternion rotation = Quaternion.Euler(y, x, 0);
             
             transform.rotation = rotation;
     }
     
     private float ClampAngle(float angle, float min, float max)
     {
         if(angle < -360)
         {
             angle += 360;
         }
         if(angle > 360)
         {
             angle -= 360;
         }
         return Mathf.Clamp (angle, min, max);
     }
 }

This is more dificult for work in android joystick is the camara script, there are javascript but np

 #pragma strict
 
 var target : Transform;
 var distance = 10.0;
 
 var xSpeed = 250.0;
 var ySpeed = 120.0;
 
 var yMinLimit = -20;
 var yMaxLimit = 80;
 /*
 var xMinLimit = -20;
 var xMaxLimit = 80;*/
 
 private var x = 0.0;
 private var y = 0.0;
 
 
 
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 
     // Make the rigid body not change rotation
        if (GetComponent.<Rigidbody>())
         GetComponent.<Rigidbody>().freezeRotation = true;
 }
 
 function LateUpdate () {
     if (target) {
         x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
          
          y = ClampAngle(y, yMinLimit, yMaxLimit);
          //x = ClampAngle(x, xMinLimit, xMaxLimit);
          
         var rotation = Quaternion.Euler(y, x, 0);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
         
         transform.rotation = rotation;
         transform.position = position;
     }
 }
 
 static function ClampAngle (angle : float, min : float, max : float) {
     if (angle < -360)
         angle += 360;
     if (angle > 360)
         angle -= 360;
     return Mathf.Clamp (angle, min, max);
 }

Pd: Sorry for my english

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avatar image incorrect · Jan 07, 2016 at 06:38 PM 0
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Those scripts rely on Input.GetAxis() and get mouse movements with it's help. So you need to replace it with something that will work on desired platform.

avatar image incorrect · Jan 07, 2016 at 06:40 PM 0
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Also notice that you have several possible ways of input that can replace mouse input. Consider which one is more suitable for you and implement it.

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