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This question was closed Apr 07, 2013 at 07:45 AM by Fattie for the following reason:

Duplicate Question

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0
Question by Oursinator · Apr 07, 2013 at 03:15 AM · androidpcconversion

Problem pc/android conversion

Hello ,I have a problem with my code for a convertion 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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avatar image Fattie · Apr 07, 2013 at 07:45 AM 0
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Urge you to SEARCH on here for 100s of answers "joystick, Android etc"

avatar image Oursinator · Apr 07, 2013 at 02:12 PM 0
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I'm sorry but I looked for 2 days, I did not find what I wanted, I can not put all function of my code in the code for mobile And sorry for my bad english , i'm french

avatar image sdgd · Apr 07, 2013 at 02:14 PM 0
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add some resaults, some search you did and maybe you'll get it reopened

I do recommend you look at what Fattie said tho I have very little knoledge about android

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