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Question by Rosscoe3 · Nov 10, 2016 at 03:34 AM · inputcontrollermousepositionvector2xbox

How do I use an Input axis instead of Input.mousePosition???

Hello.. so i'm building a spaceship game with code I got from another project. The inputs used to use mouse to calculate rotation and all that other stuff, but now I'm trying to use an xbox controller with inputs I have already set up. The problem is that I can't use:

float temp = Vector2.Distance(Input.GetAxis (""xbox_mac_R Joystick_Horizontal", screenCenter);

because I get these error messages:

The best overloaded method match for UnityEngine.Vector2.Distance(UnityEngine.Vector2, UnityEngine.Vector2)' has some invalid arguments. And: #1' cannot convert float' expression to type `UnityEngine.Vector2'

Any help would be excellent! Here is my original code without any errors:

using UnityEngine; using System.Collections;

public class Ship_Rotate : MonoBehaviour {

 public float rotateSpeed;
 public float centerSize;
 public float control;
 Rigidbody myBody;
 Vector2 screenCenter;

 void Start () 
 {
     screenCenter = new Vector2 (Screen.width/2, Screen.height/2);
     myBody = GetComponent<Rigidbody>();
 }
 
 void Update () 
 {
     float temp = Vector2.Distance(Input.GetAxis ("xbox_mac_R Joystick_Horizontal"), screenCenter);

     if(Input.GetButton("xbox_mac_LB"))
     {
         myBody.AddRelativeTorque(0, 0, rotateSpeed * Time.deltaTime);
     }
     else if (Input.GetButton("xbox_mac_RB"))
     {
         myBody.AddRelativeTorque(0, 0, -rotateSpeed * Time.deltaTime);
     }

     if (temp>centerSize)
     {
         if (Input.GetAxis("xbox_mac_R Joystick_Horizontal") > screenCenter.x + centerSize/2)
         {
             myBody.AddRelativeTorque (0, rotateSpeed * (Time.deltaTime*temp/control), 0);
         }
         else if (Input.GetAxis("xbox_mac_R Joystick_Horizontal") <screenCenter.x - centerSize/2)
         {
             myBody.AddRelativeTorque (0, -rotateSpeed * (Time.deltaTime*temp/control), 0);
         }
         if (Input.GetAxis("xbox_mac_R Joystick_Vertical") > screenCenter.y + centerSize/2)
         {
             myBody.AddRelativeTorque (-rotateSpeed * (Time.deltaTime*temp/control), 0, 0);
         }
         else if (Input.GetAxis("xbox_mac_R Joystick_Vertical") < screenCenter.y - centerSize/2)
         {
             myBody.AddRelativeTorque (rotateSpeed * (Time.deltaTime*temp/control), 0, 0);
         }
     }
 }

}

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Answer by Filhanteraren · Nov 10, 2016 at 08:12 AM

Input.GetAxis return a float so you can´t use it with the Vector2.Distance.

Here is some code from the Unity manual to rotate and object using GetAxis:

 using UnityEngine;
 using System.Collections;
 
 public class ExampleClass : MonoBehaviour {
     public float horizontalSpeed = 2.0F;
     public float verticalSpeed = 2.0F;
     void Update() {
         float h = horizontalSpeed * Input.GetAxis("Mouse X");
         float v = verticalSpeed * Input.GetAxis("Mouse Y");
         transform.Rotate(v, h, 0);
     }
 }
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