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How would I add android support to this character controller?
I have this character controller for a 2D platformer game. However I wanted to make it for android and I cant seem to figure out how to do it. I have searched online and if I missed this somewhere im sorry did not mean to repeat a answered question. (Sorry for my english its not my first language.)`using UnityEngine;
public class PlatformerCharacter2D : MonoBehaviour { bool facingRight = true; // For determining which way the player is currently facing.
 [SerializeField] float maxSpeed = 10f;                // The fastest the player can travel in the x axis.
 [SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps.    
 [Range(0, 1)]
 [SerializeField] float crouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
 
 [SerializeField] bool airControl = false;            // Whether or not a player can steer while jumping;
 [SerializeField] LayerMask whatIsGround;            // A mask determining what is ground to the character
 
 Transform groundCheck;                                // A position marking where to check if the player is grounded.
 float groundedRadius = .2f;                            // Radius of the overlap circle to determine if grounded
 bool grounded = false;                                // Whether or not the player is grounded.
 Transform ceilingCheck;                                // A position marking where to check for ceilings
 float ceilingRadius = .01f;                            // Radius of the overlap circle to determine if the player can stand up
 Animator anim;                                        // Reference to the player's animator component.
 Transform PlayerGraphics;                            // Reference to the graphics so we can change direction
 void Awake()
 {
     // Setting up references.
     groundCheck = transform.Find("GroundCheck");
     ceilingCheck = transform.Find("CeilingCheck");
     anim = GetComponent<Animator>();
     PlayerGraphics = transform.FindChild ("Graphics");
     if (PlayerGraphics == null)
     {
         Debug.LogError ("Let's freak out! There is no 'graphics' object as the child of the player");
     }
 }
 void FixedUpdate()
 {
     // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
     grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
     anim.SetBool("Ground", grounded);
     // Set the vertical animation
     anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
 }
 public void Move(float move, bool crouch, bool jump)
 {
     // If crouching, check to see if the character can stand up
     if(!crouch && anim.GetBool("Crouch"))
     {
         // If the character has a ceiling preventing them from standing up, keep them crouching
         if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
             crouch = true;
     }
     // Set whether or not the character is crouching in the animator
     anim.SetBool("Crouch", crouch);
     //only control the player if grounded or airControl is turned on
     if(grounded || airControl)
     {
         // Reduce the speed if crouching by the crouchSpeed multiplier
         move = (crouch ? move * crouchSpeed : move);
         // The Speed animator parameter is set to the absolute value of the horizontal input.
         anim.SetFloat("Speed", Mathf.Abs(move));
         // Move the character
         rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
         
         // If the input is moving the player right and the player is facing left...
         if(move > 0 && !facingRight)
             // ... flip the player.
             Flip();
         // Otherwise if the input is moving the player left and the player is facing right...
         else if(move < 0 && facingRight)
             // ... flip the player.
             Flip();
     }
     // If the player should jump...
     if (grounded && jump) {
         // Add a vertical force to the player.
         anim.SetBool("Ground", false);
         rigidbody2D.AddForce(new Vector2(0f, jumpForce));
     }
 }
 
 void Flip ()
 {
     // Switch the way the player is labelled as facing.
     facingRight = !facingRight;
     
     // Multiply the player's x local scale by -1.
     Vector3 theScale = PlayerGraphics.localScale;
     theScale.x *= -1;
     PlayerGraphics.localScale = theScale;
 }
} `
Where are you getting the inputs from? I see no input code in the sample. Where is $$anonymous$$ove(,,,) being called from? Can you post the Update() (which is where I assume you're getting the inputs from the Input class)?
Answer by screenname_taken · Aug 18, 2014 at 09:42 AM
There's a joystick prefab in Unity's mobile assets.
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