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Question by QuentinJ724 · Mar 15, 2017 at 04:22 PM · 2d3dplayeraxisjoystick

How can i move a 2d player in a 3d scene in x and z axis? maybe with a canvas joystick?

How can i move a 2d player in a 3d scene in x and z axis? maybe with a canvas joystick?

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avatar image QuentinJ724 · Mar 15, 2017 at 06:59 PM 0
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This is the provisory Touchcontrols script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class TouchControls : $$anonymous$$onoBehaviour {

 private PlayerController thePlayer;

 // Use this for initialization
 void Start () {

     thePlayer = FindObjectOfType<PlayerController> (); 
 }
 
 public void LeftArrow()
 {
     transform.localScale = new Vector3 (-1, 1, 1);
     //thePlayer.$$anonymous$$ove (-1);
 }

 public void RightArrow()
 {
     transform.localScale = new Vector3 (1, 1, 1);
     //thePlayer.$$anonymous$$ove (1);
 }

 public void UnPressedArrow()
 {
 transform.localScale = new Vector3 (0, 0, 0);
 //thePlayer.$$anonymous$$ove (1):
 }

}

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Answer by QuentinJ724 · Mar 15, 2017 at 06:57 PM

This is the player controller script

using UnityEngine; using System.Collections;

public class Player : MonoBehaviour {

 public float maxSpeed = 3;
 public float speed = 50f;
 public float jumpPower = 150f;

 public bool grounded;

 private Rigidbody2D rb2D;
 private Animator anim;

 void Start ()
 {
     rb2D = gameObject.GetComponent<Rigidbody2D> ();
     anim = gameObject.GetComponent<Animator> ();
 }


 void Update ()
 {


     anim.SetBool ("Grounded", grounded);
     anim.SetFloat ("Speed", Mathf.Abs (Input.GetAxis ("Horizontal")));

     if (Input.GetAxis ("Horizontal") < -0.1f) 
     {
         transform.localScale = new Vector3 (-1, 1, 1);
     }

     if (Input.GetAxis ("Horizontal") > 0.1f) 
     {
         transform.localScale = new Vector3 (1, 1, 1);
     }

     if (Input.GetButtonDown ("Jump") && grounded) 
     {
         rb2D.AddForce (Vector2.up * jumpPower);
     }
 

 }

 void FixedUpdate()
 {

     float h = Input.GetAxis ("Horizontal");

     //Moving the player
     rb2D.AddForce ((Vector2.right * speed) * h);

     //Limiting the speed of the player
     if (rb2D.velocity.x > maxSpeed) 
     {
         rb2D.velocity = new Vector2 (maxSpeed, rb2D.velocity.y);
     }

     if (rb2D.velocity.x < -maxSpeed) 
     {
         rb2D.velocity = new Vector2 (-maxSpeed, rb2D.velocity.y);
     }

 }

}

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