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 LuizNegrini · Nov 13, 2013 at 01:12 AM · mobilegamecontrollersrace

Motorcycle Controller for Mobile

Hello, I'm a beginner developer on Unity and I start develop a motorcycle race game but I'm not getting the edit script first person controller with mobile features that I need. I need the Joystick left it just control the direction is left or right (remember that is configured to operate in three axes x, y and z) and the right joystick would work just as accelerator. Anyone have any help on this?

Follows the code of the original script:

 //////////////////////////////////////////////////////////////
 // PlayerRelativeControl.js
 // Penelope iPhone Tutorial
 //
 // PlayerRelativeControl creates a control scheme similar to what
 // might be found in a 3rd person, over-the-shoulder game found on
 // consoles. The left stick is used to move the character, and the
 // right stick is used to rotate the character. A quick double-tap
 // on the right joystick will make the character jump.
 //////////////////////////////////////////////////////////////
 
 #pragma strict
 
 @script RequireComponent( CharacterController )
 
 // This script must be attached to a GameObject that has a CharacterController
 var moveJoystick : Joystick;
 var rotateJoystick : Joystick;
 
 var cameraPivot : Transform;                        // The transform used for camera rotation
 
 var forwardSpeed : float = 4;
 var backwardSpeed : float = 1;
 var sidestepSpeed : float = 1;
 var jumpSpeed : float = 8;
 var inAirMultiplier : float = 0.25;                    // Limiter for ground speed while jumping
 var rotationSpeed : Vector2 = Vector2( 50, 25 );    // Camera rotation speed for each axis
 
 private var thisTransform : Transform;
 private var character : CharacterController;
 private var cameraVelocity : Vector3;
 private var velocity : Vector3;                        // Used for continuing momentum while in air
 
 function Start()
 {
     // Cache component lookup at startup instead of doing this every frame        
     thisTransform = GetComponent( Transform );
     character = GetComponent( CharacterController );    
 
     // Move the character to the correct start position in the level, if one exists
     var spawn = GameObject.Find( "PlayerSpawn" );
     if ( spawn )
         thisTransform.position = spawn.transform.position;
 }
 
 function OnEndGame()
 {
     // Disable joystick when the game ends    
     moveJoystick.Disable();
     rotateJoystick.Disable();    
 
     // Don't allow any more control changes when the game ends
     this.enabled = false;
 }
 
 function Update()
 {
     var movement = thisTransform.TransformDirection( Vector3( moveJoystick.position.x, 0, moveJoystick.position.y ) );
 
     // We only want horizontal movement
     movement.y = 0;
     movement.Normalize();
 
     var cameraTarget = Vector3.zero;
 
     // Apply movement from move joystick
     var absJoyPos = Vector2( Mathf.Abs( moveJoystick.position.x ), Mathf.Abs( moveJoystick.position.y ) );    
     if ( absJoyPos.y > absJoyPos.x )
     {
         if ( moveJoystick.position.y > 0 )
             movement *= forwardSpeed * absJoyPos.y;
         else
         {
             movement *= backwardSpeed * absJoyPos.y;
             cameraTarget.z = moveJoystick.position.y * 0.75;
         }
     }
     else
     {
         movement *= sidestepSpeed * absJoyPos.x;
         
         // Let's move the camera a bit, so the character isn't stuck under our thumb
         cameraTarget.x = -moveJoystick.position.x * 0.5;
     }
     
     // Check for jump
     if ( character.isGrounded )
     {
         if ( rotateJoystick.tapCount == 2 )
         {
             // Apply the current movement to launch velocity        
             velocity = character.velocity;
             velocity.y = jumpSpeed;            
         }
     }
     else
     {            
         // Apply gravity to our velocity to diminish it over time
         velocity.y += Physics.gravity.y * Time.deltaTime;
         
         // Move the camera back from the character when we jump
         cameraTarget.z = -jumpSpeed * 0.25;
         
         // Adjust additional movement while in-air
         movement.x *= inAirMultiplier;
         movement.z *= inAirMultiplier;
     }
         
     movement += velocity;    
     movement += Physics.gravity;
     movement *= Time.deltaTime;
     
     // Actually move the character    
     character.Move( movement );
     
     if ( character.isGrounded )
         // Remove any persistent velocity after landing    
         velocity = Vector3.zero;
     
     // Seek camera towards target position
     var pos = cameraPivot.localPosition;
     pos.x = Mathf.SmoothDamp( pos.x, cameraTarget.x, cameraVelocity.x, 0.3 );
     pos.z = Mathf.SmoothDamp( pos.z, cameraTarget.z, cameraVelocity.z, 0.5 );
     cameraPivot.localPosition = pos;
 
     // Apply rotation from rotation joystick
     if ( character.isGrounded )
     {
         var camRotation = rotateJoystick.position;
         camRotation.x *= rotationSpeed.x;
         camRotation.y *= rotationSpeed.y;
         camRotation *= Time.deltaTime;
         
         // Rotate the character around world-y using x-axis of joystick
         thisTransform.Rotate( 0, camRotation.x, 0, Space.World );
         
         // Rotate only the camera with y-axis input
         cameraPivot.Rotate( camRotation.y, 0, 0 );
     }
 }
Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How Do I Set The Number Of Laps? 1 Answer

Creating a scratch card effect in Unity for mobile 1 Answer

problem with button touch zone 0 Answers

Android Game overheating Device 0 Answers

U-shaped swipe 0 Answers


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