Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MolochSim · Oct 25, 2014 at 05:44 PM · inputjoystickkeyboard

How to make a joystick axis input equivalent to keyboard input.

Hi everybody. :) I am making a 2D platformer and I am trying to settle an issue with input. My character moves significantly faster when being moved using a joystick than the keyboard. As you can imagine, this is not acceptable for a game where you need to make a precision landing or a skillful long jump, since the conditions for precision are more difficult and speed is incraesed on the joystick. I don't want to play a guessing game with the sensitivity scale. Is there a solution for this, please? Sorry for my ignorance, I am quite new to working with Unity. O:)

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AlwaysSunny · Oct 25, 2014 at 03:19 PM 0
Share

In Unity's Input menu, when used to simulate an axis input, keyboard keys can have sensitivities, gravities, and specific extents. Ensure these settings are similar for your keyboard axis and its joystick counterpart. That might account for a discrepancy. Otherwise yeah, gotta see code.

avatar image MolochSim · Oct 26, 2014 at 01:11 PM 0
Share

Thanks, guys. I just made a mistake with the sensitivity setting.

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by bubzy · Oct 26, 2014 at 01:36 PM

you could just make the joystick input "digital" instead of "analog"

something like

using UnityEngine; using System.Collections;

public class joystickControl : MonoBehaviour {

 // Use this for initialization
 bool movingLeft = false;
 bool movingRight = false;
 public float moveSpeed = 1f;

 void Start () {
 
 }
 
 // Update is called once per frame

 void Update () {
 
     if(Input.GetAxis("Horizontal") == 0)
     {
         movingRight = false;
         movingLeft = false;
     }
     if(Input.GetAxis("Horizontal") > 0 )
     {
         movingRight = true;
         movingLeft = false;
     }
     if(Input.GetAxis("Horizontal")< 0 )
     {
         movingLeft = true;
         movingRight = false;
     }

     if(movingLeft)
     {
         transform.position = new Vector3(transform.position.x - (moveSpeed * Time.deltaTime), transform.position.y,transform.position.z);
     }
     if(movingRight)
     {
         transform.position = new Vector3(transform.position.x + (moveSpeed * Time.deltaTime), transform.position.y,transform.position.z);
     }
 }

}

ALSO!!!

under input settings (edit>project settings>input), check the "horizontal" axes, and change the gravity on them to 10000 or something. note that there are two horizontal axes one for joystick and one for keyboard.

hope this helps.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MolochSim · Oct 27, 2014 at 12:40 PM 0
Share

This helped, thanks. I used the gravity setting and things seem to be moving much nicer now. And thanks for the code example.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to detect value changes in new input system 0 Answers

Storing Joystick movements, key depressed time 1 Answer

Input.GetKeyDown doesn't work with several keys 1 Answer

Steering Wheel / joystick GetAxis trouble 0 Answers

Getting Raw Joystick Input via Script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges