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Question by chriscana · May 16, 2012 at 04:12 PM · movementiosmobilejoystickkeyboard

Mobile Virtual Joysticks / Keyboard Script Conversion

Hi all,

New unity user who is a scripting noob. Looking to see if someone can help me work something out.

I am using the SGSK (Space Game Starter Kit) from the asset store. It includes a great ship prefab, but it uses its own keyboard controls for roll, forward/reverse/shoot.

I am trying to get those controls to work with the Mobile Dual Joysticks included (I believe) with standard mobile pack (or at least the penelope demo). So left would control forward, reverse, roll - right would be camera/shoot or some variant.

It seems like an easy task since all the building blocks are there.

Anyone script experts want to help me out mapping ship controls to virtual joysticks?

Script for ship:

 using UnityEngine;
     using System.Collections.Generic;
      
     [RequireComponent(typeof(Spaceship))]
     [AddComponentMenu("Game/Spaceship Controller")]
     public class SpaceshipController : MonoBehaviour
     {
         public enum InputType
         {
             Mouse,
             Controller,
             Touchpad,
         }
      
         public bool movement = true;
         public bool weapons = true;
      
         Spaceship mShip;
         Vector3 mDelta;
         int mSteeringTouch = -1;
         float mNextPrimary = 0f;
         float mNextSecondary = 0f;
      
         List<Weapon> mPrimary = new List<Weapon>();
         List<Weapon> mSecondary = new List<Weapon>();
      
         /// <summary>
         /// Determine whether we own this ship, input type, and ensure we have a network observer.
         /// </summary>
        
         void Start()
         {
             // If we don't control the ship, this script isn't needed
             if (NetworkManager.isConnected && !NetworkManager.IsMine(this))
             {
                 Destroy(this);
                 return;
             }
      
             // We need to know the ship we're controlling.
             mShip = GetComponent<Spaceship>();
      
             // Find all weapons
             Weapon[] weapons = GetComponentsInChildren<Weapon>();
            
             foreach (Weapon w in weapons)
             {
                 if (w.group == Weapon.Group.Primary) mPrimary.Add(w);
                 if (w.group == Weapon.Group.Secondary) mSecondary.Add(w);
             }
         }
        
         /// <summary>
         /// Process input if we're controlling this ship.
         /// </summary>
      
         void Update()
         {
             Vector3 turn = mShip.turningInput;
             Vector3 move = mShip.moveInput;
      
             if (ControlScheme.uiMode)
             {
                 // UI mode -- ignore input
                 mDelta = Vector2.zero;
             }
             else
             {
                 // Get the movement axes
                 if (ControlScheme.current == ControlScheme.InputSource.Touchpad)
                 {
                     Vector3 touchMove = Vector3.zero;
                     Vector3 touchTurn = Vector3.zero;
      
                     foreach (Touch touch in Input.touches)
                     {
                         // Ignore the touch used to steer
                         if (mSteeringTouch == touch.fingerId)
                         {
                             if (touch.phase == TouchPhase.Moved)
                             {
                                 mDelta.x += touch.deltaPosition.x;
                                 mDelta.y += touch.deltaPosition.y;
                             }
                             else if (touch.phase == TouchPhase.Ended ||
                                      touch.phase == TouchPhase.Canceled)
                             {
                                 mDelta = Vector2.zero;
                                 mSteeringTouch = -1;
                             }
                         }
                         else if (touch.position.x < Screen.width * 0.25f)
                         {
                             // Bottom part of the screen
                             if (touch.position.y < Screen.height * 0.25f)
                             {
                                 // Bottom-left corner -- slow down
                                 touchMove.z = -1f;
                             }
                             else if (touch.position.y > Screen.height * 0.75f)
                             {
                                 // Top-left corner -- accelerate
                                 touchMove.z = 1f;
                             }
                             else
                             {
                                 // Left side -- roll left
                                 touchTurn.z = -1f;
                             }
                         }
                         else if (touch.position.x > Screen.width * 0.75f)
                         {
                             if (touch.position.y < Screen.height * 0.25f)
                             {
                                 // Bottom right corner -- shoot primary weapon
                                 if (weapons && mPrimary.Count > 0 && mNextPrimary < Time.time)
                                 {
                                     mNextPrimary = Fire(mPrimary);
                                 }
                             }
                             else if (touch.position.y > Screen.height * 0.75f)
                             {
                                 // Top right corner -- shoot secondary weapon
                                 if (weapons && mSecondary.Count > 0 && mNextSecondary < Time.time)
                                 {
                                     mNextSecondary = Fire(mSecondary);
                                 }
                             }
                             else
                             {
                                 // Right side -- roll right
                                 touchTurn.z = 1f;
                             }
                         }
                         else if (touch.position.x > Screen.width * 0.25f &&
                                  touch.position.x < Screen.width * 0.75f &&
                                  touch.position.y > Screen.width * 0.25f &&
                                  touch.position.y < Screen.width * 0.75f)
                         {
                             // Central part of the screen
                             if (touch.phase == TouchPhase.Began)
                             {
                                 mSteeringTouch = touch.fingerId;
                             }
                         }
                     }
      
                     float maxDist = 1.0f / Mathf.Min(Screen.width * 0.4f, Screen.height * 0.4f);
      
                     touchTurn.x = Mathf.Clamp(mDelta.y * maxDist, -1f, 1f);
                     touchTurn.y = Mathf.Clamp(mDelta.x * maxDist, -1f, 1f);
      
                     move = touchMove;
                     turn = touchTurn;
                 }
                 else
                 {
                     if (movement)
                     {
                         move.x = Input.GetAxis("Right");
                         move.y = Input.GetAxis("Up");
                         move.z = Input.GetAxis("Forward");
      
                         // Record the roll rotation
                         turn.z = Input.GetAxis("Roll");
      
                         if (ControlScheme.current == ControlScheme.InputSource.Controller)
                         {
                             if (!Application.isEditor) Screen.lockCursor = false;
      
                             // Joystick-based control
                             turn.x = Input.GetAxis("Look Up");
                             turn.y = Input.GetAxis("Look Right");
      
                             mDelta = Vector2.zero;
                         }
                         else
                         {
                             if (!Application.isEditor) Screen.lockCursor = true;
      
                             // Mouse-based control
                             mDelta.x += Input.GetAxis("Mouse X");
                             mDelta.y += Input.GetAxis("Mouse Y");
      
                             float maxDist = 2.0f / Mathf.Min(Screen.width, Screen.height);
      
                             turn.x = Mathf.Clamp(mDelta.y * maxDist, -1f, 1f);
                             turn.y = Mathf.Clamp(mDelta.x * maxDist, -1f, 1f);
                         }
                     }
      
                     // Fire the primary weapon
                     if (weapons)
                     {
                         if (mPrimary.Count > 0 && (Input.GetMouseButton(0) || Input.GetKey(KeyCode.JoystickButton4)))
                         {
                             if (mNextPrimary < Time.time)
                             {
                                 mNextPrimary = Fire(mPrimary);
                             }
                         }
      
                         // Fire the secondary weapon
                         if (mSecondary.Count > 0 && (Input.GetMouseButton(1) || Input.GetKey(KeyCode.JoystickButton5)))
                         {
                             if (mNextSecondary < Time.time)
                             {
                                 mNextSecondary = Fire(mSecondary);
                             }
                         }
                     }
                 }
             }
      
             // Backwards movement should act as an anchor and should negate all other movement
             if (move.z < 0f)
             {
                 // Drain power while the "brake" button is held
                 if (mShip.powerGenerator != null)
                 {
                     float mult = Time.deltaTime * 30f;
                     move.z = -1.0f + mShip.powerGenerator.DrainPower(-move.z * mult) / mult;
                 }
      
                 move.x *= 1f + move.z;
                 move.y *= 1f + move.z;
             }
      
             // Ensure the vector is unit length
             float mag = move.magnitude;
             if (mag > 1f) move *= 1.0f / mag;
      
             // Ensure the vector is unit length
             mag = turn.magnitude;
      
             if (mag > 1f)
             {
                 turn *= 1.0f / mag;
                 mag = 1f;
             }
      
             // Sensitivity tweak to make it easier to snipe-aim
             turn *= Tools.Ramp(mag, 0.35f);
      
             // Set the ship's values
             mShip.turningInput = turn;
             mShip.moveInput = move;
         }
      
         /// <summary>
         /// Helper function used above. Fires a weapon from the specified list and returns the next time we'll be able to fire.
         /// </summary>
      
         static float Fire (List<Weapon> list)
         {
             foreach (Weapon wp in list)
             {
                 if (wp.canFire)
                 {
                     wp.Fire();
                     return Time.time + wp.firedObject.firingFrequency / (float)list.Count;
                 }
             }
             return Time.time;
         }
     }

Script for joystick:

////////////////////////////////////////////////////////////// // Joystick.js // Penelope iPhone Tutorial // // Joystick creates a movable joystick (via GUITexture) that // handles touch input, taps, and phases. Dead zones can control // where the joystick input gets picked up and can be normalized. // // Optionally, you can enable the touchPad property from the editor // to treat this Joystick as a TouchPad. A TouchPad allows the finger // to touch down at any point and it tracks the movement relatively // without moving the graphic //////////////////////////////////////////////////////////////

  #pragma strict
  @script RequireComponent( GUITexture )
  // A simple class for bounding how far the GUITexture will move
  class Boundary
  {
      var min : Vector2 = Vector2.zero;
      var max : Vector2 = Vector2.zero;
  }
  static private var joysticks : Joystick[];                  // A

static collection of all joysticks static private var enumeratedJoysticks : boolean = false; static private var tapTimeDelta : float = 0.3; // Time allowed between taps

  var touchPad : boolean;                                     // Is this a TouchPad?
  var touchZone : Rect;
  var deadZone : Vector2 = Vector2.zero;                      //

Control when position is output var normalize : boolean = false; // Normalize output after the dead-zone? var position : Vector2; // [-1, 1] in x,y var tapCount : int; // Current tap count

  private var lastFingerId = -1;                              // Finger last used for this joystick
  private var tapTimeWindow : float;                          // How much time there is left for a

tap to occur private var fingerDownPos : Vector2; private var fingerDownTime : float; private var firstDeltaTime : float = 0.5;

  private var gui : GUITexture;                               // Joystick graphic
  private var defaultRect : Rect;                             // Default position / extents of the

joystick graphic private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic private var guiTouchOffset : Vector2; // Offset to apply to touch input private var guiCenter : Vector2; // Center of joystick

  function Start()
  {
      // Cache this component at startup instead of looking up every

frame
gui = GetComponent( GUITexture );

      // Store the default rect for the gui, so we can snap back to it
      defaultRect = gui.pixelInset;   
      defaultRect.x += transform.position.x * Screen.width;//
  • gui.pixelInset.x; // - Screen.width 0.5; defaultRect.y += transform.position.y Screen.height;// - Screen.height * 0.5;

          transform.position.x = 0.0;
    
          transform.position.y = 0.0;
    
          if ( touchPad )
    
          {
    
              // If a texture has been assigned, then use the rect ferom the
    

    gui as our touchZone if ( gui.texture ) touchZone = defaultRect; } else {
    // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width 0.5; guiTouchOffset.y = defaultRect.height 0.5;

              // Cache the center of the GUI, since it doesn't change
    
              guiCenter.x = defaultRect.x + guiTouchOffset.x;
    
              guiCenter.y = defaultRect.y + guiTouchOffset.y;
    
              // Let's build the GUI boundary, so we can clamp joystick
    

    movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } }

      function Disable()
    
      {
    
          gameObject.active = false;
    
          enumeratedJoysticks = false;
    
      }
    
      function ResetJoystick()
    
      {
    
          // Release the finger control and set the joystick back to the
    

    default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero;

          if ( touchPad )
    
              gui.color.a = 0.025;   
    
      }
    
      function IsFingerDown() : boolean
    
      {
    
          return (lastFingerId != -1);
    
      }
    
      function LatchedFinger( fingerId : int )
    
      {
    
          // If another joystick has latched this finger, then we must
    

    release it if ( lastFingerId == fingerId ) ResetJoystick(); }

      function Update()
    
      {   
    
          if ( !enumeratedJoysticks )
    
          {
    
              // Collect all joysticks in the game, so we can relay finger
    

    latching messages joysticks = FindObjectsOfType( Joystick ) as Joystick[]; enumeratedJoysticks = true; }

          var count = Input.touchCount;
    
          // Adjust the tap time window while it still available
    
          if ( tapTimeWindow > 0 )
    
              tapTimeWindow -= Time.deltaTime;
    
          else
    
              tapCount = 0;
    
          if ( count == 0 )
    
              ResetJoystick();
    
          else
    
          {
    
              for(var i : int = 0;i < count; i++)
    
              {
    
                  var touch : Touch = Input.GetTouch(i);         
    
                  var guiTouchPos : Vector2 = touch.position -
    

    guiTouchOffset;

                  var shouldLatchFinger = false;
    
                  if ( touchPad )
    
                  {              
    
                      if ( touchZone.Contains( touch.position ) )
    
                          shouldLatchFinger = true;
    
                  }
    
                  else if ( gui.HitTest( touch.position ) )
    
                  {
    
                      shouldLatchFinger = true;
    
                  }      
    
                  // Latch the finger if this is a new touch
    
                  if ( shouldLatchFinger && ( lastFingerId == -1 ||
    

    lastFingerId != touch.fingerId ) ) {

                      if ( touchPad )
    
                      {
    
                          gui.color.a = 0.15;
    
                          lastFingerId = touch.fingerId;
    
                          fingerDownPos = touch.position;
    
                          fingerDownTime = Time.time;
    
                      }
    
                      lastFingerId = touch.fingerId;
    
                      // Accumulate taps if it is within the time window
    
                      if ( tapTimeWindow > 0 )
    
                          tapCount++;
    
                      else
    
                      {
    
                          tapCount = 1;
    
                          tapTimeWindow = tapTimeDelta;
    
                      }
    
                      // Tell other joysticks we've latched this finger
    
                      for ( var j : Joystick in joysticks )
    
                      {
    
                          if ( j != this )
    
                              j.LatchedFinger( touch.fingerId );
    
                      }                      
    
                  }              
    
                  if ( lastFingerId == touch.fingerId )
    
                  {   
    
                      // Override the tap count with what the iPhone SDK
    

    reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount;

                      if ( touchPad )
    
                      {   
    
                          // For a touchpad, let's just set the position
    

    directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else {
    // Change the location of the joystick graphic to match where the touch is gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );
    }

                      if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
    
                          ResetJoystick();                   
    
                  }          
    
              }
    
          }
    
          if ( !touchPad )
    
          {
    
              // Get a value between -1 and 1 based on the joystick graphic
    

    location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; }

          // Adjust for dead zone 
    
          var absoluteX = Mathf.Abs( position.x );
    
          var absoluteY = Mathf.Abs( position.y );
    
          if ( absoluteX < deadZone.x )
    
          {
    
              // Report the joystick as being at the center if it is within
    

    the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); }

          if ( absoluteY < deadZone.y )
    
          {
    
              // Report the joystick as being at the center if it is within
    

    the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } }

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