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Question by Sypra · Feb 15, 2017 at 07:33 AM · c#joysticksanalog

How to get analog stick to work ?

Hi, I'm trying to make a game playable with joysticks and I cant manage to make it work. So Here is what I wrote :

         temp = Input.GetAxis("Horizontal");
         rb = GetComponent<Rigidbody2D>();
         rb.velocity = new Vector2(speed * temp, 0);

This works well for the Xaxis but then I try to add the Yaxis by writing this :

         temp2 = Input.GetAxis("Vertical");
         rb = GetComponent<Rigidbody2D>();
         rb.velocity = new Vector2(0, speed * temp2);

Then the character will only move on the Yaxis. So now if anyone have any idea I would highly appreciate,Thanks.

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Answer by ASPePeX · Feb 15, 2017 at 08:45 AM

You are overwriting the Xaxis velocity with 0 on your last line.

This should work:

 temp = Input.GetAxis("Horizontal");
 temp2 = Input.GetAxis("Vertical");
 rb = GetComponent<Rigidbody2D>();
 rb.velocity = new Vector2(speed * temp, speed * temp2);

But allow me to optimize this a little bit more. No calling GetComponent() and not creating a new vector instance every frame, as well as using Time.deltaTime to make the movement independent from the framerate:

 using UnityEngine;
 
 [RequireComponent(typeof(Rigidbody2D))]
 public class Movement : MonoBehaviour
 {
     public float speed = 10;
 
     private Rigidbody2D rb;
     private Vector2 movementVector;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         movementVector = Vector2.zero;
     }
     
     void Update()
     {
         movementVector.x = Input.GetAxis("Horizontal");
         movementVector.y = Input.GetAxis("Vertical");
 
         rb.velocity = movementVector * speed * Time.deltaTime;
     }
 }
 
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