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Question by TimTro · Aug 24, 2015 at 02:31 PM · c#scripting problemjoysticksensitivitytouchpad

Can't get touchpad to Increase sensitivity as distance between start position increases

Hi all, I'm using Unity's Cross Platform Input assets to add controls to my scenes camera. I am using the Dual Touch Controls with one half disabled and the other half taking up the whole screen. The user can press their finger down anywhere and then drag to move around.

The problem is they always move at a constant speed. If they barely drag out from the center they would be going the same speed as if they swiped all the way across the screen. The joystick code does what I'm looking for more closely in that regard but the position of that is fixed and must be visible.

Any help would be greatly appreciated! Here are the scripts I'm using so far: Touchpad using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI;

 namespace UnityStandardAssets.CrossPlatformInput
 {
     [RequireComponent(typeof(Image))]
     public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
     {
         // Options for which axes to use
         public enum AxisOption
         {
             Both, // Use both
             OnlyHorizontal, // Only horizontal
             OnlyVertical // Only vertical
         }
 
 
         public enum ControlStyle
         {
             Absolute, // operates from teh center of the image
             Relative, // operates from the center of the initial touch
             Swipe, // swipe to touch touch no maintained center
         }
 
 
         public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
         public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use
         public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
         public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
         public float Xsensitivity = 1f;
         public float Ysensitivity = 1f;
 
         Vector3 m_StartPos;
         Vector2 m_PreviousDelta;
         Vector3 m_JoytickOutput;
         bool m_UseX; // Toggle for using the x axis
         bool m_UseY; // Toggle for using the Y axis
         CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
         CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
         bool m_Dragging;
         int m_Id = -1;
         Vector2 m_PreviousTouchPos; // swipe style control touch
 
 
 #if !UNITY_EDITOR
     private Vector3 m_Center;
     private Image m_Image;
 #else
         Vector3 m_PreviousMouse;
 #endif
 
         void OnEnable()
         {
             CreateVirtualAxes();
         }
 
         void Start()
         {
 #if !UNITY_EDITOR
             m_Image = GetComponent<Image>();
             m_Center = m_Image.transform.position;
 #endif
         }
 
         void CreateVirtualAxes()
         {
             // set axes to use
             m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
             m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
 
             // create new axes based on axes to use
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
             }
             if (m_UseY)
             {
                 m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
             }
         }
 
         void UpdateVirtualAxes(Vector3 value)
         {
             value = value.normalized;
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis.Update(value.x);
             }
 
             if (m_UseY)
             {
                 m_VerticalVirtualAxis.Update(value.y);
             }
         }
 
 
         public void OnPointerDown(PointerEventData data)
         {
             m_Dragging = true;
             m_Id = data.pointerId;
 #if !UNITY_EDITOR
         if (controlStyle != ControlStyle.Absolute )
             m_Center = data.position;
 #endif
         }
 
         void Update()
         {
             if (!m_Dragging)
             {
                 return;
             }
             if (Input.touchCount >= m_Id + 1 && m_Id != -1)
             {
 #if !UNITY_EDITOR
 
             if (controlStyle == ControlStyle.Swipe)
             {
                 m_Center = m_PreviousTouchPos;
                 m_PreviousTouchPos = Input.touches[m_Id].position;
             }
             Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;
             pointerDelta.x *= Xsensitivity;
             pointerDelta.y *= Ysensitivity;
 #else
                 Vector2 pointerDelta;
                 pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;
                 pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;
                 m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
 #endif
                 UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));
             }
         }
 
 
         public void OnPointerUp(PointerEventData data)
         {
             m_Dragging = false;
             m_Id = -1;
             UpdateVirtualAxes(Vector3.zero);
         }
 
         void OnDisable()
         {
             if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
                 CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
 
             if (CrossPlatformInputManager.AxisExists(verticalAxisName))
                 CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
         }
     }
 }



Player Control - This script is on the camera in the scene using UnityEngine; using System.Collections; using UnityStandardAssets.CrossPlatformInput;

 public class PlayerControl : MonoBehaviour {
 
     private float speed;
     private float horiz;
     private float vert;
 
     // Use this for initialization
     void Start () {
         speed = 10f;
     }
 
     // Update is called once per frame
     void Update () {
         horiz = CrossPlatformInputManager.GetAxis("Horizontal") * speed;
         vert = CrossPlatformInputManager.GetAxis("Vertical") * speed;
         horiz *= Time.deltaTime;
         vert *= Time.deltaTime;
         transform.Translate(horiz, vert, 0f);
     }
 }
 

Joystick script which may help with implementing the distance

 using System;
 using UnityEngine;
 using UnityEngine.EventSystems;
 
 namespace UnityStandardAssets.CrossPlatformInput
 {
     public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
     {
         public enum AxisOption
         {
             // Options for which axes to use
             Both, // Use both
             OnlyHorizontal, // Only horizontal
             OnlyVertical // Only vertical
         }
 
         public int MovementRange = 100;
         public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
         public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
         public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
 
         Vector3 m_StartPos;
         bool m_UseX; // Toggle for using the x axis
         bool m_UseY; // Toggle for using the Y axis
         CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
         CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
 
         void OnEnable()
         {
             CreateVirtualAxes();
         }
 
         void Start()
         {
             m_StartPos = transform.position;
         }
 
         void UpdateVirtualAxes(Vector3 value)
         {
             var delta = m_StartPos - value;
             delta.y = -delta.y;
             delta /= MovementRange;
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis.Update(-delta.x);
             }
 
             if (m_UseY)
             {
                 m_VerticalVirtualAxis.Update(delta.y);
             }
         }
 
         void CreateVirtualAxes()
         {
             // set axes to use
             m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
             m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
 
             // create new axes based on axes to use
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
             }
             if (m_UseY)
             {
                 m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
             }
         }
 
 
         public void OnDrag(PointerEventData data)
         {
             Vector3 newPos = Vector3.zero;
 
             if (m_UseX)
             {
                 int delta = (int)(data.position.x - m_StartPos.x);
                 delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
                 newPos.x = delta;
             }
 
             if (m_UseY)
             {
                 int delta = (int)(data.position.y - m_StartPos.y);
                 delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                 newPos.y = delta;
             }
             transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
             UpdateVirtualAxes(transform.position);
         }
 
 
         public void OnPointerUp(PointerEventData data)
         {
             transform.position = m_StartPos;
             UpdateVirtualAxes(m_StartPos);
         }
 
 
         public void OnPointerDown(PointerEventData data) { }
 
         void OnDisable()
         {
             // remove the joysticks from the cross platform input
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis.Remove();
             }
             if (m_UseY)
             {
                 m_VerticalVirtualAxis.Remove();
             }
         }
     }
 }

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Answer by TimTro · Aug 28, 2015 at 11:14 AM

I still haven't figured this out, can anyone point me in a direction to learn about how to do this?

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