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Question by sselke42 · Jul 29, 2019 at 04:04 AM · uimobile

How do I effectively use UI buttons to move my character without confusing assets from the asset store?

Howdy! I am making a mobile game and I am having a slight problem with my code and movement for my character, whenever I tap the screen, he always goes a little further than he's supposed to, like he's on wheels or something. I have searched many tutorials and none of them can seem to fix my problem, without using some complicated asset from the asset store. I have my code and a link to a gif below (if the link doesn't work, its just me tapping on the screen, my character moving, and then I let go/ don't touch the screen and he continues to move for a short period of time, and then stopping, again like he's on wheels). Anyways, thank you to anyone who helps me with this, its been a pain in my side for most of my development and I would really like to move on from it, thanks!

Gif Link: https://giphy.com/gifs/TiOnuOwsoR89X7iuYj?utm_source=media-link&utm_medium=landing&utm_campaign=Media%20Links&utm_term=

Code:

 using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class PlayerControls : MonoBehaviour {
  
      public float speed;
      public float jumpForce;
  
      private Rigidbody2D rb;
      private float ScreenWidth;
      private bool facingRight = true;
  
      void Start()
      {
          ScreenWidth = Screen.width;
          rb = GetComponent<Rigidbody2D> ();
      }
  
      void Update()
      {
          int i = 0;
          while (i < Input.touchCount) {
              if (Input.GetTouch (i).position.x > ScreenWidth / 4) {
                  //move right, supposedly
                  RunCharacter (1.0f);
              }
              if (Input.GetTouch (i).position.x < ScreenWidth / 4) {
                  //move left, supposedly
                  RunCharacter (-1.0f);
              }
              ++i;
          }
      }
  
      void RunCharacter(float horizontalInput)
      {
          rb.AddForce (new Vector2 (horizontalInput * speed, rb.velocity.y));
      }
  
      void Flip()
      {
          facingRight = !facingRight;
          Vector3 Scaler = transform.localScale;
          Scaler.x *= -1;
          transform.localScale = Scaler;
      }
  }

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