Dividing touch screen into two touch buttons
Hey i just working on a 2d game. I can control my game from computer easily but i can't control it on mobile devices. I need two control buttons or right side/left side of screen. One button or screen side will run attack. And the other button or screen side will work like GetKey and GetKeyDown.
 if (Input.GetKeyDown(KeyCode.Space) && grounded)
         {                   
             myRigidbody2D.AddForce(Vector3.up * jumpSpeed, ForceMode2D.Impulse);
             anim.SetBool("Jump", !grounded);
         }
         if (gameObject.transform.position.y > 1f)
         {
             maximumJumped = true;
         }
         if (gameObject.transform.position.y < -1.58f)
         {
             maximumJumped = false;
         }
         if (Input.GetKey(KeyCode.Space) && maximumJumped==false)
         {
             if (jumpSpeed<maximumJumpValue)
             {
                 myRigidbody2D.AddForce(Vector3.up * 10, ForceMode2D.Force);               
             }
                        
         }
 
               i need to do the same work like my space key does on touch screens left or right side. I tried to add two UI buttons. But i can't script held down event. Even tried event trigger. But i can't managed. Any suggestions ?
Now i added a button with event trigger on it. It have pointer down and pointer up events. And they connected to this code public void onJumpDown() {
         if (grounded)
         {
             myRigidbody2D.AddForce(Vector3.up * jumpSpeed, Force$$anonymous$$ode2D.Impulse);
             anim.SetBool("Jump", !grounded);
             jumpWait = true;
         }
         if (gameObject.transform.position.y > 1f)
         {
             maximumJumped = true;
         }
         if (gameObject.transform.position.y < -1.58f)
         {
             maximumJumped = false;
         }
         if (maximumJumped == false)
         {
             if (ziplaWait == true)
             {
                 if (jumpSpeed < maximumJumpValue)
                 {
                     myRigidbody2D.AddForce(Vector3.up * 10, Force$$anonymous$$ode2D.Force);
                 }
             }
         }
     }
 
     public void onJumpUp()
     {
         jumpWait = false;
     }
 
                  But this didn't worked too
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