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Question by Valentinon13 · Oct 17, 2016 at 08:42 AM · playerplayerprefsplayer movement

joystick script not working need some help !

I made a Joystick controller script but if i toggel the box in game for left move it works but if i push the button that i supost to hit it is not working ?????

 using UnityEngine;
 using System.Collections;
 
 public class JoyStickController : MonoBehaviour {
 
     public delegate void OnMove(Vector3 vec3);
     public event OnMove OnCommandMove;
 
     public WachButton Left;
     public WachButton Right;
     public WachButton Backward;
     public WachButton Forward;
 
     [HideInInspector]
     public GameObject playerObj;
 
     public bool leftMove;
     public bool rightMove;
     public bool backMove;
     public bool frontMove;
 
     void Start()
     {
         ActionJoystick();
         playerObj = new GameObject();
        
     }
 
     public void ActionJoystick()
     {
         Left.OnPress += OnPress;
         Right.OnPress += OnPress;
         Backward.OnPress += OnPress;
         Forward.OnPress += OnPress;
     }
     
     void OnPress (GameObject unit, bool state)
     {
         switch ( unit.name)
         {
                 case "Left":
                     LeftMove(state);
                 break;
 
                 case "Right":
                     RightMove(state);
                 break;
 
                 case "Backward":
                     BackMove(state);
                 break;
 
                 case "Forward":
                     FrontMove(state);
                 break;
         }
 
         Debug.Log(unit.name);
 
     }
     private void LeftMove(bool state)
     {
          leftMove = state;
     }
 
     private void RightMove(bool state)
     {
         rightMove = state;
     }
 
     private void BackMove(bool state)
     {
         backMove = state;
     }
 
     private void FrontMove(bool state)
     {
         frontMove = state;
     }
 
     
     void Update ()
     {
         
        Transform tranf = playerObj.transform;
             
         if( leftMove )
         {
             playerObj.transform.position = new Vector3(tranf.position.x - (2f * Time.deltaTime), tranf.position.y, tranf.position.z);
             if( OnCommandMove != null)
             {
                 OnCommandMove(playerObj.transform.position);
             }
         }
 
        if (rightMove)
        {
            playerObj.transform.position = new Vector3(tranf.position.x + (2f * Time.deltaTime), tranf.position.y, tranf.position.z);
             if (OnCommandMove != null)
             {
                 OnCommandMove(playerObj.transform.position);
             }
         }
 
         if (backMove)
         {
             playerObj.transform.position = new Vector3(tranf.position.x , tranf.position.y, tranf.position.z - (2f * Time.deltaTime));
             if (OnCommandMove != null)
             {
                 OnCommandMove(playerObj.transform.position);
             }
         }
 
         if (frontMove)
         {
             playerObj.transform.position = new Vector3(tranf.position.x , tranf.position.y, tranf.position.z + (2f * Time.deltaTime));
             if (OnCommandMove != null)
             {
                 OnCommandMove(playerObj.transform.position);
             }
         }
     }
 }
 
 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;
 using UnityEngine.Events;
 using UnityEngine.UI;
 
 public class WachButton : MonoBehaviour {
 
     public delegate void OnActionPress(GameObject unit, bool state);
 
     public event OnActionPress OnPress;
     EventTrigger eventTrigger;
 
     void Start()
     {
 
         Debug.Log(this.gameObject.name);
         eventTrigger = this.gameObject.GetComponent<EventTrigger>();
         AddEventTrigger(OnPointDown, EventTriggerType.PointerDown);
         AddEventTrigger(OnPointUp, EventTriggerType.PointerUp);
     }
 
     void AddEventTrigger( UnityAction action, EventTriggerType triggerType)
     {
         EventTrigger.TriggerEvent trigger = new EventTrigger.TriggerEvent();
         trigger.AddListener((eventData) => action());
 
         EventTrigger.Entry entry = new EventTrigger.Entry() { callback = trigger, eventID = triggerType };
         eventTrigger.triggers.Add(entry);
     }
 
     void OnPointDown()
     {
         if( OnPress != null)
         {
             OnPress(this.gameObject, true);
         }
     }
 
     void OnPointUp()
     {
         if(OnPress != null)
         {
             OnPress(this.gameObject, false);
         }
     }
 }
 
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