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Question by Scoobaas · Apr 26 at 05:23 PM · inputmultiplayercharactercontrollercharacter movementgamepad

How do I make this script work with 2 different characters and 2 different gamepads?

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(PlayerInput))] public class TwinStickMovement : MonoBehaviour {

 [SerializeField] private float playerSpeed = 5f;
 [SerializeField] private float gravityValue = -9.81f;
 [SerializeField] private float controllerDeadzone = 0.1f;
 [SerializeField] private float gamepadRotateSmoothing = 1000f;

 [SerializeField] private bool isGamepad;

 private CharacterController controller;
 private Vector2 movement;
 private Vector2 aim;

 private Vector3 playerVelocity;

 private PlayerControlls playerControlls;
 private PlayerInput playerInput;


 private void Awake()
 {
     controller = GetComponent<CharacterController>();
     playerControlls = new PlayerControlls();
     playerInput = GetComponent<PlayerInput>();
 }

 private void OnEnable()
 {
     playerControlls.Enable();
 }
 private void OnDisable()
 {
     playerControlls.Disable();
 }


 
 // Update is called once per frame
 void Update()
 {
     HandleInput();
     HandleMovement();
     HandleRotation();
 }
 
 void HandleInput()
 {
     movement = playerControlls.Controls.Movement.ReadValue<Vector2>();
     aim = playerControlls.Controls.Aim.ReadValue<Vector2>();

 }
 
 void HandleMovement()
 {
     Vector3 move = new Vector3(movement.x, 0, movement.y);
     controller.Move(move * Time.deltaTime * playerSpeed);

     playerVelocity.y += gravityValue * Time.deltaTime;
     controller.Move(playerVelocity * Time.deltaTime);

 }
 
 void HandleRotation()
 {
     if (isGamepad)
     {
         //Rotate our Player
         if (Mathf.Abs(aim.x) > controllerDeadzone || Mathf.Abs(aim.y) > controllerDeadzone)
         {
             Vector3 playerDirection = Vector3.right * aim.x + Vector3.forward * aim.y;
             if(playerDirection.sqrMagnitude > 0.0f)
             {
                 Quaternion newrotation = Quaternion.LookRotation(playerDirection, Vector3.up);
                 transform.rotation = Quaternion.RotateTowards(transform.rotation, newrotation, gamepadRotateSmoothing * Time.deltaTime);
             }
         }
     }
 }

 public void OnDeviceChange(PlayerInput pi)
 {
     isGamepad = pi.currentControlScheme.Equals("Gamepad") ? true : false;
 }
 


}

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Answer by Scoobaas · Apr 26 at 05:24 PM

I want to modify this script to make a local co op game.

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