Joystick freezes when new scene is loaded,Joystick freezes when loading a new scene
My virtual joystick for android mobile freezes when new scene is loaded
Here is the joystick script
/ This script is from the Unity 5 Standard Assets with edits from Devin Curry Search for changes tagged with the //DCURRY comment Watch the tutorial here: www.Devination.com */ using System; using UnityEngine; using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput {
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
private static bool VAExists;
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
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 Start() //DCURRY: Changed to Start from OnEnable
{
m_StartPos = transform.position;
CreateVirtualAxes();
m_UseX = true;
m_UseY = true;
}
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);
}
}
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)
{
if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
}
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
if (CrossPlatformInputManager.AxisExists(verticalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void RemoveAxes()
{
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
//delta = Mathf.Clamp(delta, - MovementRange, MovementRange); //DCURRY: Dont want to clamp individual axis
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
//delta = Mathf.Clamp(delta, -MovementRange, MovementRange); //DCURRY: Dont want to clamp individual axis
newPos.y = delta;
}
//DCURRY: ClampMagnitude to clamp in a circle instead of a square
transform.position = Vector3.ClampMagnitude(new Vector3(newPos.x, newPos.y, newPos.z), MovementRange) + m_StartPos;
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
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();
}
}
}
},The joystick for mobile freezes when I go to another scene. Please help.
Here's the code for my Joystick:
/ This script is from the Unity 5 Standard Assets with edits from Devin Curry Search for changes tagged with the //DCURRY comment Watch the tutorial here: www.Devination.com */ using System; using UnityEngine; using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput {
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
private static bool VAExists;
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
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 Start() //DCURRY: Changed to Start from OnEnable
{
m_StartPos = transform.position;
CreateVirtualAxes();
m_UseX = true;
m_UseY = true;
}
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);
}
}
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)
{
if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
}
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
if (CrossPlatformInputManager.AxisExists(verticalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void RemoveAxes()
{
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
//delta = Mathf.Clamp(delta, - MovementRange, MovementRange); //DCURRY: Dont want to clamp individual axis
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
//delta = Mathf.Clamp(delta, -MovementRange, MovementRange); //DCURRY: Dont want to clamp individual axis
newPos.y = delta;
}
//DCURRY: ClampMagnitude to clamp in a circle instead of a square
transform.position = Vector3.ClampMagnitude(new Vector3(newPos.x, newPos.y, newPos.z), MovementRange) + m_StartPos;
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
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();
}
}
}
}