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Question by khaledr · May 13, 2018 at 07:30 PM · screen resolutioncrossplatform

How to adjust virtual joystick itself movement (not size) on different mobile resolutions using c# in unity 2d?

How can we adjust virtual joystick ( MobileSingleStickControl / MobileJoystick ) movement on smart phones depending on screen resolution (as shown below) :

alt text

I am using MobileSingleStickControl/MobileJoystick component on unity. and I added below variable to Joystick Script:

 public int MovementRange = 120;

which determines the maximum range of joystick movements.

The full joystick script is :

  namespace UnityStandardAssets.CrossPlatformInput
     {
         public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
         {
             public enum AxisOption
             {
                 // Options for which axes to use
                 Both, // Use both
                 OnlyHorizontal, // Only horizontal
                 OnlyVertical // Only vertical
             }
                 
             public int MovementRange = 120;
             public float delta_x = 0;
             public int delta_y = 0;
             public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
             public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
             public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
 
             Vector3 m_StartPos;
             bool m_UseX; // Toggle for using the x axis
             bool m_UseY; // Toggle for using the Y axis
             CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
             CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
 
             void OnEnable()
             {
                 CreateVirtualAxes();
             }
 
             void Start()
             {
                 m_StartPos = transform.position;
             }
 
             void CreateVirtualAxes()
             {
                 // set axes to use
                 m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
                 m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
 
                 // create new axes based on axes to use
                 if (m_UseX)
                 {
                     m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                     CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
                 }
                 if (m_UseY)
                 {
                     m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                     CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
                 }
             }
 
             void UpdateVirtualAxes(Vector3 value)
             {
                 var delta = m_StartPos - value;
                 delta.y = -delta.y;
                 delta /= MovementRange;
                 if (m_UseX)
                 {
                     m_HorizontalVirtualAxis.Update(-delta.x);
                 }
 
                 if (m_UseY)
                 {
                     m_VerticalVirtualAxis.Update(delta.y);
                 }
             }
 
             public void OnDrag(PointerEventData data)
             {
                 Vector3 newPos = Vector3.zero;
                 delta_x = 0;
                 delta_y = 0;
 
                 if (m_UseX)
                 {
                     int delta = (int)(data.position.x - m_StartPos.x);
                     delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                     delta_x = delta;
                     newPos.x = delta;
                 }
 
                 if (m_UseY)
                 {
                     int delta = (int)(data.position.y - m_StartPos.y);
                     delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                     delta_y = delta;
                     newPos.y = delta;
                 }
                 transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
 
 
                 var newAxisValue = transform.position;
 
                 //cancel if joystick is in the below range
                 if (delta_x > ((-MovementRange /3)) && delta_x < ((MovementRange / 3))) {
                     newAxisValue.x = m_StartPos.x;//this means ignoring the movement
                     //Debug.Log (delta_x);
                 }
                 if (delta_y > -MovementRange + 10 && delta_y < MovementRange - 10) {
                     newAxisValue.y = m_StartPos.y;//this means ignoring the movement
                 }
                 UpdateVirtualAxes (newAxisValue);
             }
 
 
             public void OnPointerUp(PointerEventData data)
             {
                 transform.position = m_StartPos;
                 //transform.position = new Vector3(45, 30, 0);
                 UpdateVirtualAxes(m_StartPos);
             }
 
 
             public void OnPointerDown(PointerEventData data) { }
 
             void OnDisable()
             {
                 // remove the joysticks from the cross platform input
                 if (m_UseX)
                 {
                     m_HorizontalVirtualAxis.Remove();
                 }
                 if (m_UseY)
                 {
                     m_VerticalVirtualAxis.Remove();
                 }
             }
         }
     }

I need to set the MovementRange Value Depending on Screen Resolution.

traa7.png (8.8 kB)
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