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Question by Bassainaa · Aug 22, 2018 at 11:48 PM · androidmovementplayerjoystickhow

Movement with joystick ,Moving object with the Joystck

Hi guys i have been working in a mobile game i have two different scripts one for movement and the ther one for the joystick the problem is that i need a way to connect them to make the player move around with the joystick please help me its been a week and i don't know what to do thanks

movement script :

public float m_Speed = 12f; // How fast the tank moves forward and back. public float m_TurnSpeed = 180f; // How fast the tank turns in degrees per second. public VirtualJoystick joystick;

 private string m_MovementAxisName;          // The name of the input axis for moving forward and back.
 private string m_TurnAxisName;              // The name of the input axis for turning.
 private Rigidbody m_Rigidbody;              // Reference used to move the tank.
 private float m_MovementInputValue;         // The current value of the movement input.
 private float m_TurnInputValue;             // The current value of the turn input.

 private void Awake()
 {
     m_Rigidbody = GetComponent<Rigidbody>();
 }


 private void OnEnable()
 {
     // When the tank is turned on, make sure it's not kinematic.
     m_Rigidbody.isKinematic = true;

     // Also reset the input values.
     m_MovementInputValue = 0f;
     m_TurnInputValue = 0f;
 }


 private void OnDisable()
 {
     // When the tank is turned off, set it to kinematic so it stops moving.
     m_Rigidbody.isKinematic = true;
 }


 private void Start()
 {
  
     // The axes names are based on player number.
     m_MovementAxisName = "Vertical";
     m_TurnAxisName = "Horizontal";

 }


 private void Update()
 {
     // Store the value of both input axes.
     m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
     m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
 }


 private void FixedUpdate()
 {
     // Adjust the rigidbodies position and orientation in FixedUpdate.
     Move();
     Turn();
 }


 private void Move()
 {
     // Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
     Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;

     // Apply this movement to the rigidbody's position.
     m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
 }


 private void Turn()
 {
     // Determine the number of degrees to be turned based on the input, speed and time between frames.
     float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;

     // Make this into a rotation in the y axis.
     Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);

     // Apply this rotation to the rigidbody's rotation.
     m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
 }

}

joystick script :

private Image bgImg; private Image joystickImg; private Vector3 inputVector;

 private void Start()
 {
     bgImg = GetComponent<Image>();
     joystickImg = transform.GetChild(0).GetComponent<Image>();
       
 }

 //EventSystems interfaces
 public virtual void OnDrag(PointerEventData ped)
 {
     Vector2 pos;
     if(RectTransformUtility.ScreenPointToLocalPointInRectangle(bgImg.rectTransform,ped.position,ped.pressEventCamera,out pos))
     {
         pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
         pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);

         inputVector = new Vector3(pos.x * 2 + 1, 0, pos.y * 2 - 1);
         inputVector = (inputVector.magnitude > 1.0f) ? inputVector.normalized : inputVector;

         joystickImg.rectTransform.anchoredPosition = new Vector3 (inputVector.x*(bgImg.rectTransform.sizeDelta.x / 3),inputVector.z*(bgImg.rectTransform.sizeDelta.y/3));
     }
     
 }
 public virtual void OnPointerDown(PointerEventData ped)
 {
     OnDrag(ped);
 }
 public virtual void OnPointerUp(PointerEventData ped)
 {
     inputVector = Vector3.zero;
     joystickImg.rectTransform.anchoredPosition = Vector3.zero;
 }

 public float Horizontal()
 {
     if (inputVector.x != 0)
         return inputVector.x;
     else
         return Input.GetAxis("Horizontal");
 }
  
 public float Vertical()
 {
     if (inputVector.x != 0)
         return inputVector.z;
     else
         return Input.GetAxis("Vertical");
 }

}

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avatar image NoDumbQuestion · Aug 23, 2018 at 01:47 AM 0
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Have you setup Joystick in Input $$anonymous$$anager?

If not, just add new "Horizontal" and "Vertical" with input from joystick axis

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