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Question by bawit · Jun 17, 2013 at 07:10 AM · movementrotatejumpmoveforward

movement doesnt stop when jump pad is tapped at the same time

heres my code, the problem is it works perfectly fine, it moves forward and can rotate when the right pad is tapped. but when i move forward then tap the rotate pad twice, it jumps but it walks continuosly and cannot be stopped:

@script RequireComponent(CharacterController)

var moveTouchPad : Joystick; var rotateTouchPad : Joystick; var cameraPivot : Transform; //for rotation of camera

var forwardSpeed : float = 30; var backwardSpeed : float = 50; var sidestepSpeed : float = 50; var jumpSpeed: float = 8; var inAirMultiplier : float = 0.25; var rotationSpeed : Vector2 = Vector2(50, 25); var tiltPositiveYAxis = 0.6; var tiltNegativeYAxis = 0.4; var tiltXAxisMinimum = 0.1;

private var thisTransform : Transform; private var character : CharacterController; private var cameraVelocity : Vector3; private var velocity : Vector3; private var canJump = true;

var TextColor : Color = Color.black;

function Start () {

 //this will define the component to speedup loading time
 thisTransform = GetComponent(Transform);
 character = GetComponent(CharacterController);
 
 Screen.orientation = ScreenOrientation.LandscapeLeft;
 guiText.material.color = TextColor;   
 //move the character to the spawn
 var spawn = GameObject.Find("PlayerSpawn");
     if(spawn)
         thisTransform.position = spawn.transform.position;

}

function OnEndGame() { moveTouchPad.Disable();

 if(rotateTouchPad)
     {
         rotateTouchPad.Disable();
     }
 this.enabled=false;

}

function Update () { var movement = thisTransform.TransformDirection(Vector3(moveTouchPad.position.x, 0, moveTouchPad.position.y)); movement.y = 0; movement.Normalize();

 var absJoyPos = Vector2(Mathf.Abs(moveTouchPad.position.x), Mathf.Abs(moveTouchPad.position.y)); //position of the joystick
 
 if(absJoyPos.y > absJoyPos.x)
     {
         if(moveTouchPad.position.y > 0)
             {
                 movement *= forwardSpeed * absJoyPos.y;
                 //canJump = false;
             }
             else
             {
                 movement *= backwardSpeed * absJoyPos.y;
             }
     }
     else
     {
         movement *= sidestepSpeed * absJoyPos.x;
     }
     
     if(character.isGrounded)
     {
         var jump = false;
         var touchPad : Joystick;
         if(rotateTouchPad)
         {
             touchPad = rotateTouchPad;
         }
         else
         {
             touchPad = moveTouchPad;
         }
         if( !touchPad.IsFingerDown())
             {
                 canJump = false;
             }
         if( touchPad.tapCount == 2)
             {
                 velocity = character.velocity;
                 velocity.y += 16;
                 
                 movement.x = 0;
                 movement.y = 0;
                 
             }
     }
     else
     {
         velocity.y += Physics.gravity.y * Time.deltaTime;
         
         movement.x = inAirMultiplier;
         movement.y = inAirMultiplier;
              
     }
     
     movement += velocity;
     movement += Physics.gravity;
     movement *= Time.deltaTime;
     
     character.Move(movement);
     
     if(character.isGrounded)
     {
         var camRotation = Vector2.zero;
         
         if(rotateTouchPad)
         {
             camRotation = rotateTouchPad.position;
         }
         else
         {
             print(iPhoneInput.acceleration);
                 var acceleration = Input.acceleration;
                 var absTiltX = Mathf.Abs(acceleration.x);
                 
                 if( acceleration.z < 0 && acceleration.x < 0 )
                     {
                         if( absTiltX >= tiltPositiveYAxis )
                         camRotation.y = (absTiltX - tiltPositiveYAxis) / (1 - tiltPositiveYAxis);
             else if( absTiltX <= tiltNegativeYAxis )
                         camRotation.y = -( tiltNegativeYAxis - absTiltX ) / tiltNegativeYAxis;
                     }
                     
                 if( Mathf.Abs( acceleration.y ) >= tiltXAxisMinimum )
                     camRotation.x = - (acceleration.y - tiltXAxisMinimum) / (1 - tiltXAxisMinimum);
         }
         
         camRotation.x *= rotationSpeed.x;
         camRotation.y *= rotationSpeed.y;
         camRotation *= Time.deltaTime;
         
         thisTransform.Rotate(0, camRotation.x, 0, Space.World);
         
         cameraPivot.Rotate( -camRotation.y, 0, 0);
     }
     

}

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