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Question by leke · Jan 28, 2014 at 09:14 PM · touchandriod

Touch Input for character control using mechanim

pls help!! i need help with a code that moves my player using mechanim states on an android device . Now i have the player working well but when it comes to making him move horizontally or vertically with a touch input, it becomes a problem. Pls what is the equivalent of float h = Input.GetAxis("Horizontal"); and float v = Input.GetAxis("Vertical"); for a touch input?

Here is the code i used

using UnityEngine; using System.Collections;

public class IdleJump2 : MonoBehaviour {

 //GUITexture guitexture;
 GUITexture UpButton;
 GUITexture DownButton;
 GUITexture LeftButton;
 GUITexture RightButton;
 GUITexture JumpButton;
 GUITexture DiveButton;
 GUITexture TurnLeftButton;
 GUITexture TurnRightButton;
 public  Vector3 originalPosition;
 public  Quaternion originalRotation ;
 
 protected Animator animator;
 public float DirectionDampTime = .25f;
 public bool ApplyGravity = true; 
 
 // Use this for initialization
 void Start () 
 {
     animator = GetComponent<Animator>();
     
     if(animator.layerCount >= 2)
         animator.SetLayerWeight(1, 1);
 }
 
 // Update is called once per frame
 void Update () 
 {
     
     foreach ( Touch touch in Input.touches)
     {
     
     if (animator)
     {
         AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);            
         
         
         if (stateInfo.IsName("Base Layer.Idle"))
         {
                 if (touch.phase == TouchPhase.Stationary && TurnRightButton.HitTest (touch.position))
                 {
                             
                  animator.SetBool("Turn", true);
                     }
                 if (touch.phase == TouchPhase.Stationary && TurnRightButton.HitTest (touch.position))
                 {
                     animator.SetBool("TurnLeft", true); 
             
         }
             }
         else
         {   
             animator.SetBool("Turn", false);   
             animator.SetBool("TurnLeft", false);   
             animator.SetBool("Climb", false);   
         }
         
         
         
         if (stateInfo.IsName("Base Layer.Run"))
         {
                 if (touch.phase == TouchPhase.Stationary && JumpButton.HitTest (touch.position)) 
                 {
                     animator.SetBool("Jump", true);
                 }

                 if (touch.phase == TouchPhase.Stationary && DiveButton.HitTest (touch.position))
                 {
                     animator.SetBool("Dive", true);  
               }
                 else
                 {
                     animator.SetBool("Jump", false);    
                     animator.SetBool("Dive", false);   
                     animator.SetBool("Climb", false);   
                 }
             }
         if(Input.GetButtonDown("Fire2") && animator.layerCount >= 2)
         {
             animator.SetBool("Hi", !animator.GetBool("Hi"));
         }            
         
         float h = Input.GetAxis("Horizontal");// This is where i need help .PLS what is the equivalent of this statement for a touch input? 
         float v = Input.GetAxis("Vertical"); // This is where i need help .PLS what is the equivalent of this statement for a touch input? 
             animator.SetFloat("Speed", h*h+v);
     animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);    
               
 
 }
     }
 }

 void Awake() {
     originalPosition = transform.position;
     originalRotation = transform.rotation;
     UpButton = GameObject.Find ("arrowUp").guiTexture;
     DownButton = GameObject.Find ("arrowDown").guiTexture;
     LeftButton = GameObject.Find ("arrowLeft").guiTexture;
     RightButton = GameObject.Find ("arrowRight").guiTexture;
     JumpButton = GameObject.Find ("arrowRight").guiTexture;
     DiveButton= GameObject.Find ("arrowRight").guiTexture;
 }
 
 void resetGame() {
     // Reset to original position
     transform.position = originalPosition;
     transform.rotation = originalRotation;
 }
 

}

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