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Question by Rabbel84 · Jul 29, 2013 at 04:11 AM · animationandroidtouchjump

Android issues, jump force not consistent, touch not consistent

Hi guys, a few issues here I have with my android build of a game prototype. If you don't mind for starters, I got a web build of this game I also have running on android if you want to try it to get a better idea of what i am talking about here.

The jumping on my android device which is a HTC Evo 3D is not consistent with how far it goes up. Its not using rigidbody.addforce or impulse. I can't figure out why on android the character sometimes doesn't jump very high, thus causing him to hit objects.

I also have an issue with tapping on the zombies to kill, sometimes the tap doesn't register. Not sure if it's a speed issue or what. On the phone I eliminated the crosshair btw. (side note, animation doesn't always play either when tapping them)

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avatar image Rabbel84 · Aug 05, 2013 at 04:15 AM 0
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nobody else has any issues that sound similar on android?

avatar image EHogger · Aug 05, 2013 at 08:50 AM 0
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You haven't posted any code.

avatar image Rabbel84 · Aug 06, 2013 at 12:21 AM 0
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Touching for killing the zombies code: void zombieShoot() { if(Input.Get$$anonymous$$ouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;

                 if(Physics.Raycast(ray, out hit))
                 {
                     if(hit.transform.tag == "zombieObstacle")
                     {
                         //dude.animation.Stop("run");
                         dude.animation.Play("punch");
                         gunFlash.Play();
                         audio.clip = gunShots[Random.Range(0,2)];
                         audio.Play();
                         
                         
                     }
                 }
             }
     }
avatar image Rabbel84 · Aug 06, 2013 at 12:22 AM 0
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This is the function for moving the character: void $$anonymous$$oveCharacter() { pathPosition += Time.deltaTime speed; //add gravity: ySpeed += gravity Time.deltaTime;

         //apply gravity:
         character.position = new Vector3(floorPosition.x, character.position.y - ySpeed, floorPosition.z);
         
         //floor checking:
         if(character.position.y < floorPosition.y)
         {
             ySpeed = 0;
             jumpState = 0;
             character.position = new Vector3(floorPosition.x, floorPosition.y, floorPosition.z);
         }        
     }
avatar image Rabbel84 · Aug 06, 2013 at 12:23 AM 0
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and when jumping:

     if(Input.touchCount > 0 && jumpState == 0)
             {
                 Touch touch = Input.GetTouch(0);
                 if(touch.position.x < Screen.width/3)
                 {
                     dude.animation.Play("jump");
                     audio.clip = jumpGrunt;
                     audio.Play();
                     ySpeed -= jumpForce;
                     jumpState = 1;
                 }
             }

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