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Question by billytipewhite · May 05, 2020 at 07:22 PM · animationaxisjoystick

Joystick Diagonal?

Hello friends, I have currently got some code that let's me trigger animations with joystick input. I can do Up,Down,Left,Right but I don't know how to do diagonal

can someone help me please?

    if (joystick1.Horizontal >= 0.9f)
 
 
                 {
                     anim.Play("NewShove");
                 }
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Answer by detzt · May 05, 2020 at 08:27 PM

I can recommend the new InputSystem in general (see InputSystem package).

With the attached code, I created an InputProcessor that rotates the raw Input by a configurable amount of degrees (45 for diagonal). Just put the script somewhere in your project and add "Rotate" as a Processor.

 using UnityEditor;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 /// <summary>
 /// Input processor to rotate a two dimensional input by the configured degrees
 /// </summary>
 #if UNITY_EDITOR
 [InitializeOnLoad]
 #endif
 public class RotateProcessor : InputProcessor<Vector2> {
     [SerializeField, Tooltip("The angle in degrees to rotate the vector by")]
     private float rotateDegrees = 45f;
 
 #if UNITY_EDITOR
     static RotateProcessor() {
         Initialize();
     }
 #endif
 
     [RuntimeInitializeOnLoadMethod]
     private static void Initialize() {
         InputSystem.RegisterProcessor<RotateProcessor>();
     }
 
     /// <summary>Rotates the given vector <paramref name="value"/> by the configured <see cref="rotateDegrees"/></summary>
     public override Vector2 Process(Vector2 value, InputControl control) {
         float sin = Mathf.Sin(degrees * Mathf.Deg2Rad);
         float cos = Mathf.Cos(degrees * Mathf.Deg2Rad);
         float vx = value.x;
         float vy = value.y;
         value.x = cos * vx - sin * vy;
         value.y = sin * vx + cos * vy;
         return value;
     }
 }



If you just want to rotate this one joystick, here's a snippet:

 float degrees = 45;
 float vx = joystick1.Horizontal;
 float vy = joystick1.Vertical;
 float sin = Mathf.Sin(degrees * Mathf.Deg2Rad);
 float cos = Mathf.Cos(degrees * Mathf.Deg2Rad);
 Vector2 rotated = new Vector2(cos * tx - sin * ty, sin * tx + cos * ty);
 if(rotated.x >= 0.9f) anim.Play("NewShove");

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Answer by billytipewhite · May 06, 2020 at 10:08 AM

Thank you so much for that in depth response @detzt!

However, I'm am not sure on how to implement your code as I am new in the C# game. Do you know a fix that could be more suited to my current approach (Simple) haha.

Thank's again :)

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avatar image detzt · May 06, 2020 at 10:35 AM 0
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See the code snipped in the lower part of my answer ;) The rotated Vector2 contains the joystick diagonal axes. rotated.x and rotated.y are the diagonal values similar to joystick1.Horizontal and .Vertical

avatar image detzt · Jun 23, 2020 at 11:32 AM 0
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Did this solve your problem @billytipewhite ? If so, you can accept the answer by clicking the blue tick below it ;)

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