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Question by Oursinator · Apr 06, 2013 at 08:35 PM · androidpcconversion

Problem pc/android conversion

Hello ,I have a problem with my code for a conversion of a pc script to an android script. I have 2 codes, one for the control of character and the other for the camera. And I would like to move my character with a joystick and the main camera by sliding the finger on the screen. My code on the Player:

     var currentGun : GameObject;
     var distToPickUpGun : float = 6;
     var throwGunUpForce : float = 100;
     var throwGunForwardForce : float = 300;
     var waitFrameForSwitchGuns : int = -1;
 
     var walkAcceleration : float = 5;
     var walkAccelAirRacio : float = 0.1;
     var walkDeacceleration : float = 5;
     @HideInInspector
     var walkDeaccelerationVolx : float;
     @HideInInspector
     var walkDeaccelerationVolz : float;
 
     var cameraObject : GameObject;
     var maxWalkSpeed : float = 20;
     @HideInInspector
     var horizontalMovement : Vector2;
 
     var jumpVelocity : float = 20;
     @HideInInspector
     var grounded : boolean = false;
     var maxSlope : float = 60;
 
     function LateUpdate ()
     {
        waitFrameForSwitchGuns -= 1;
 
        
        horizontalMovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
        if (horizontalMovement.magnitude > maxWalkSpeed)
        {
           horizontalMovement = horizontalMovement.normalized;
           horizontalMovement *= maxWalkSpeed;      
        }
        rigidbody.velocity.x = horizontalMovement.x;
        rigidbody.velocity.z = horizontalMovement.y;
        
        if (grounded){
           rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkDeaccelerationVolx, walkDeacceleration);
           rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkDeaccelerationVolz, walkDeacceleration);}
        
        transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(MouseLookScript).currentYRotation, 0);
        
        if (grounded)
           rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * Time.deltaTime);
        else
           rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration * walkAccelAirRacio * Time.deltaTime, 0, Input.GetAxis("Vertical") * walkAcceleration * walkAccelAirRacio * Time.deltaTime);
              
        if (Input.GetButtonDown("Jump") && grounded)
           rigidbody.AddForce(0,jumpVelocity,0);
     }
 
     function OnCollisionStay (collision : Collision)
     {
        for (var contact : ContactPoint in collision.contacts)
        {
           if (Vector3.Angle(contact.normal, Vector3.up) < maxSlope)
              grounded = true;
        }
     }
 
     function OnCollisionExit ()
     {
        grounded = false;
     }
 

The code on the MainCamera:

 var defaultCameraAngle : float = 60;
 @HideInInspector
 var currentTargetCameraAngle : float = 60;
 @HideInInspector
 var racioZoom : float = 1;
 @HideInInspector
 var racioZoomV : float;
 
 var racioZoomSpeed : float = 0.2;
 
 var lookSensitivity : float = 5;
 @HideInInspector
 var yRotation : float;
 @HideInInspector
 var xRotation : float;
 @HideInInspector
 var currentYRotation : float;
 @HideInInspector
 var currentXRotation : float;
 @HideInInspector
 var yRotationV : float;
 @HideInInspector
 var xRotationV : float;
 var lookSmoothDamp : float = 0.1;
 @HideInInspector
 var currentAimRacio : float = 1;
 
 var headbobSpeed : float = 1;
 @HideInInspector
 var headbobStepCounter : float;
 var headbobAmountX : float = 1;
 var headbobAmountY : float = 1;
 @HideInInspector
 var parentLastPos : Vector3;
 var eyeHeightRacio : float = 0.9;
 
 function Awake ()
 {
     parentLastPos = transform.parent.position;
 }
 
 function Update () 
 {
     if (transform.parent.GetComponent(PlayerMovementScript).grounded)
         headbobStepCounter += Vector3.Distance(parentLastPos, transform.parent.position) * headbobSpeed;
     transform.localPosition.x = Mathf.Sin(headbobStepCounter) * headbobAmountX * currentAimRacio;
     transform.localPosition.y = (Mathf.Cos(headbobStepCounter * 2) * headbobAmountY * currentAimRacio) + (transform.parent.localScale.y * eyeHeightRacio) - (transform.parent.localScale.y / 2);
     
     parentLastPos = transform.parent.position;
 
     if (currentAimRacio == 1)
         racioZoom = Mathf.SmoothDamp(racioZoom, 1, racioZoomV, racioZoomSpeed);
     else
         racioZoom = Mathf.SmoothDamp(racioZoom, 0, racioZoomV, racioZoomSpeed);
         
     camera.fieldOfView = Mathf.Lerp(currentTargetCameraAngle, defaultCameraAngle, racioZoom);
 
     yRotation += Input.GetAxis("Mouse X") * lookSensitivity * currentAimRacio;
     xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity * currentAimRacio;
     
     xRotation = Mathf.Clamp(xRotation, -90, 90);
     
     currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationV, lookSmoothDamp);
     currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationV, lookSmoothDamp);
     
     transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0);
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Answer by Graham-Dunnett · Apr 07, 2013 at 09:12 PM

Looks like you have forgotten to make use of the Input.GetTouch() code which is how the touch screen is used on Android. Alternatively look at using Joystick.js in Standard Assets (Mobile).

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