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Question by kot7k · Mar 01, 2018 at 05:23 PM · camerarotationmovementjoystick

Joystick problem (i only want horizontal movement)

Hey all, i have 2 joysticks, one for movement and one for rotation, but i want the rotation one to only rotate left and right and not with the Z axis.

On the code below if i have that part commented in the end it works 100% as intended on computer but breaks on mobile,

any help pls?

i have the following code:

using UnityEngine; using System.Collections;

[RequireComponent(typeof(Rigidbody))]

public class PlayerMoveController : MonoBehaviour {

 // PUBLIC
 public SimpleTouchController leftController;
 public SimpleTouchController rightController;
 public float speedMovements = 5f;
 public float speedContinuousLook = 100f;
 public float speedProgressiveLook = 3000f;
 public bool continuousRightController = true;

 // PRIVATE
 private Rigidbody _rigidbody;
 private Vector3 localEulRot;
 private Vector2 prevRightTouchPos;

 void Awake()
 {
     _rigidbody = GetComponent<Rigidbody>();
     rightController.TouchEvent += RightController_TouchEvent;
     rightController.TouchStateEvent += RightController_TouchStateEvent;
 }

 public bool ContinuousRightController
 {
     set{continuousRightController = value;}
 }

 void RightController_TouchStateEvent (bool touchPresent)
 {
     if(!continuousRightController)
     {
         prevRightTouchPos = Vector2.zero;
     }
 }

 void RightController_TouchEvent (Vector2 value)
 {
     if(!continuousRightController)
     {
         Vector2 deltaValues = value - prevRightTouchPos;
         prevRightTouchPos = value;

         Quaternion rot = Quaternion.Euler(transform.localEulerAngles.x /*- rightController.GetTouchPosition.y*/ * Time.deltaTime * speedContinuousLook,
             transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook,
             0f);

         _rigidbody.MoveRotation(rot);
     }
 }

 void Update()
 {
     // move
     _rigidbody.MovePosition(transform.position + (transform.forward * leftController.GetTouchPosition.y * Time.deltaTime * speedMovements) +
         (transform.right * leftController.GetTouchPosition.x * Time.deltaTime * speedMovements) );



     if (continuousRightController)
     {
         Quaternion rot = Quaternion.Euler(transform.localEulerAngles.x /*- rightController.GetTouchPosition.y*/ * Time.deltaTime * speedContinuousLook,
             transform.localEulerAngles.y + rightController.GetTouchPosition.x * Time.deltaTime * speedContinuousLook,
             0f);

         _rigidbody.MoveRotation(rot);

     }
 }

 void OnDestroy()
 {
     rightController.TouchEvent -= RightController_TouchEvent;
     rightController.TouchStateEvent -= RightController_TouchStateEvent;
 }

}

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