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Question by Artik2442 · Jul 07, 2020 at 10:59 AM · buildmobilecamera rotatefield

My Camera is not working after build for Android.

I've made a Camera script for mobile game that works only in a panel field. The script is working properly on unity Remote 5 but after building the game on my Android, the camera doesn't rotate at all!

I have a joystick and some buttons and they work perfectly after the build.

The Camera script:

 using UnityEngine;
  
 [AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
 public class SimpleSmoothMouseLook : MonoBehaviour
 {
     Vector2 _mouseAbsolute;
     Vector2 _smoothMouse;
  
     public Vector2 clampInDegrees = new Vector2(360, 180);
     public bool lockCursor;
     public bool canWork;
     public Vector2 sensitivity = new Vector2(2, 2);
     public Vector2 smoothing = new Vector2(3, 3);
     public Vector2 targetDirection;
     public Vector2 targetCharacterDirection;
 
     public Touch touch;
 
     public float StartXArea;
  
     // Assign this if there's a parent object controlling motion, such as a Character Controller.
     // Yaw rotation will affect this object instead of the camera if set.
     public GameObject characterBody;
  
     void Start()
     {
         // Set target direction to the camera's initial orientation.
         targetDirection = transform.localRotation.eulerAngles;
 
         canWork = false;
  
         // Set target direction for the character body to its inital state.
         if (characterBody)
             targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
     }
  
     void Update()
     {
         // Ensure the cursor is always locked when set
         if (lockCursor)
         {
             Cursor.lockState = CursorLockMode.Locked;
         }
         
         if (canWork)
         {
             if (touch.position.x > StartXArea && touch.phase == TouchPhase.Moved)
             {
                 // Allow the script to clamp based on a desired target value.
                 var targetOrientation = Quaternion.Euler(targetDirection);
                 var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
         
                 // Get raw mouse input for a cleaner reading on more sensitive mice.
                 var mouseDelta = new Vector2(touch.deltaPosition.x, touch.deltaPosition.y);
         
                 // Scale input against the sensitivity setting and multiply that against the smoothing value.
                 mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
         
                 // Interpolate mouse movement over time to apply smoothing delta.
                 _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
                 _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
         
                 // Find the absolute mouse movement value from point zero.
                 _mouseAbsolute += _smoothMouse;
         
                 // Clamp and apply the local x value first, so as not to be affected by world transforms.
                 if (clampInDegrees.x < 360)
                     _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
         
                 // Then clamp and apply the global y value.
                 if (clampInDegrees.y < 360)
                     _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
         
                 transform.localRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right) * targetOrientation;
         
                 // If there's a character body that acts as a parent to the camera
                 if (characterBody)
                 {
                     var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, Vector3.up);
                     characterBody.transform.localRotation = yRotation * targetCharacterOrientation;
                 }
                 else
                 {
                     var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
                     transform.localRotation *= yRotation;
                 }
             }
 
             
         }
     }
 }


The Panel script (For info, there are three panels):

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class fieldTouch : MonoBehaviour
 {
     public GameObject cam;
     public GameObject Panel;
     public GameObject PanelTwo;
     public GameObject PanelThree;
 
     public int i;
 
     public Touch touch;
     
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         SimpleSmoothMouseLook Script = cam.GetComponent<SimpleSmoothMouseLook>();
         i = 0;
         while (i < Input.touchCount)
         {
             touch = Input.GetTouch(i);
             if (RectTransformUtility.RectangleContainsScreenPoint(Panel.GetComponent<RectTransform>(), touch.position, null) || RectTransformUtility.RectangleContainsScreenPoint(PanelTwo.GetComponent<RectTransform>(), touch.position, null) || RectTransformUtility.RectangleContainsScreenPoint(PanelThree.GetComponent<RectTransform>(), touch.position, null))
             {
                 Script.canWork = true;
                 Script.touch = Input.GetTouch(i);
             }
             else if (RectTransformUtility.RectangleContainsScreenPoint(Panel.GetComponent<RectTransform>(), Script.touch.position, null) || RectTransformUtility.RectangleContainsScreenPoint(PanelTwo.GetComponent<RectTransform>(), Script.touch.position, null) || RectTransformUtility.RectangleContainsScreenPoint(PanelThree.GetComponent<RectTransform>(), Script.touch.position, null))
             {
                 Script.canWork = true;
             }
             else
             {
                 Script.canWork = false;
             }
             ++i;
         }
     }
 }
 

So here is my question:

Is there a problem in my scripts?

Does RectTransformUtility.RectangleContainsScreenPoint work after the Android build?

Or is this a problem in the player settings?

I'll really appreciate some help, Thanks!

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Best Answer

Answer by Artik2442 · Jul 07, 2020 at 05:48 PM

Ok, it was in my panel script... Line 33 I had to code Script.touch = touch.

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