Question by 
               unity_9025C88D549E9ACB120A · Dec 01, 2021 at 04:04 PM · 
                c#androidplayerscript.programming  
              
 
              Game working in pc but not in Android While Testing
Guys I hade made Script which works fine on PC But When I use Unity Remote 5 to test On android Game appears in Android but Touch doesn't works I Tried with others devices But still It doesn't works
here Is My Player Movement Code
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
      private CharacterController controller;
     private Vector3 playerVelocity;
     private bool groundedPlayer;
     [SerializeField] private float playerSpeed = 2.0f;
     [SerializeField] private float jumpHeight = 1.0f;
     [SerializeField] private float gravityValue = -9.81f;
     private Transform cameraMain;
     private Player playerInput;
 
     private void Awake()
     {
         playerInput = new Player();
         controller = GetComponent<CharacterController>();
     }
 
     private void OnEnable() 
     {
         playerInput.Enable();
     }
 
     private void OnDisable() 
     {
         playerInput.Disable();
     }
 
     private void Start()
     {
         cameraMain = Camera.main.transform;
     }
 
     void Update()
     {
         groundedPlayer = controller.isGrounded;
         if (groundedPlayer && playerVelocity.y < 0)
         {
             playerVelocity.y = 0f;
         }
 
         Vector2 movementInput = playerInput.PlayerMain.Move.ReadValue<Vector2>();
         Vector3 move = (cameraMain.forward * movementInput.y + cameraMain.right * movementInput.x);
         move.y = 0f;
         controller.Move(move * Time.deltaTime * playerSpeed);
 
         if (move != Vector3.zero)
         {
             gameObject.transform.forward = move;
         }
 
         // Changes the height position of the player..
         if (playerInput.PlayerMain.Jump.triggered && groundedPlayer)
         {
             playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
         }
 
         playerVelocity.y += gravityValue * Time.deltaTime;
         controller.Move(playerVelocity * Time.deltaTime);
     }
 }
 
              
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