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Question by rodude123 · Feb 23, 2014 at 01:14 AM ·

How to use Android input

I am trying to make a mouse look script that uses android input not mouse inout can some one help me please thanks in advanced. Here is my mouse look script

 using UnityEngine;
 using System.Collections;
  
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
  
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add a rigid body to the capsule
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSWalker script to the capsule
  
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
  
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
  
     public float minimumX = -360F;
     public float maximumX = 360F;
  
     public float minimumY = -60F;
     public float maximumY = 60F;
  
     float rotationX = 0F;
     float rotationY = 0F;
  
     Quaternion originalRotation;
  
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             // Read the mouse input axis
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
  
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
  
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
  
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
  
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion;
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
  
             Quaternion yQuaternion = Quaternion.AngleAxis (-rotationY, Vector3.right);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
  
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
         originalRotation = transform.localRotation;
     }
  
     public static float ClampAngle (float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp (angle, min, 
       }
 }

Please help this post might be posted out late but please help I am stuck if you help you will be a LEGEND for ever and ever

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avatar image MadeThisName · Mar 19, 2015 at 01:24 AM 0
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Would also like an answer for this question. Please and Thank you O knowledgeable ones.

avatar image Graham-Dunnett ♦♦ · Mar 19, 2015 at 10:18 AM 0
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It amazes me why people post questions without taking the time to read the documentation.

avatar image MadeThisName · Mar 20, 2015 at 06:52 AM 0
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It amazes me why people post questions after reading the documentation and not fully understanding it then having the audacity to ask a question on the forum for help and a alternative approach to better understand what was not in the beginning. People can be so Ignorant don't you agree Graham Dunnet?

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Answer by alok-kr-029 · Mar 19, 2015 at 04:30 AM

Hi this script takes mouse input but android takes touch input so you have to change this script to touch input

http://docs.unity3d.com/ScriptReference/Input.GetTouch.html

hope this might help.

using UnityEngine; using System.Collections;

[AddComponentMenu("Camera-Control/Touch Look")] public class TouchLook : MonoBehaviour {

 public float sensitivityX = 5.0f;
 public float sensitivityY = 5.0f;
 
 public bool invertX = false;
 public bool invertY = false;
 
 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
     if (Input.touches.Length > 0)
     {
         if (Input.touches[0].phase == TouchPhase.Moved)
         {
             Vector2 delta = Input.touches[0].deltaPosition;
             float rotationZ = delta.x * sensitivityX * Time.deltaTime;
             rotationZ = invertX ? rotationZ : rotationZ * -1;
             float rotationX = delta.y * sensitivityY * Time.deltaTime;
             rotationX = invertY ? rotationX : rotationX * -1;
 
             transform.localEulerAngles += new Vector3(rotationX, rotationZ, 0);
         }
     }
 }

}

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avatar image MadeThisName · Mar 20, 2015 at 06:54 AM 0
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Thankyou for the Help Alok much appreciated.

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