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Question by Karate_Master · Aug 02, 2015 at 05:58 AM · androidtouch controlsstickdual

Dual Stick Touch Control

Guys! I need your help again) So i trying to implement dual stick touch controls to deploy my game on mobile. I create two sticks and they work fine but one in a time! When i trying to use 2 fingers on the screen they conflicting to each other and nothing work properly!

I think problem is in "PointerEventData" but i don't know how to fix it... Or replace. If you have any ideas or maybe you now any GOOD text about that problem it would be great!

I used Stick.prefab from standard assets it has script:

 using System;
 using UnityEngine;
 using UnityEngine.EventSystems;
 
 namespace UnityStandardAssets.CrossPlatformInput
 {
     public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
     {
         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
         public static bool shoot;
 
         int pointerID;
         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 OnEnable()
         {
             CreateVirtualAxes();
         }
 
         void Start()
         {
             m_StartPos = transform.position;
         }
 
         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)
             {
                 m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
             }
             if (m_UseY)
             {
                 m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                 CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
             }
         }
 
 
         public void OnDrag(PointerEventData data)
         {
             if (pointerID == data.pointerId) {
                 if (gameObject.name == "MobileJoystickAim") {
                     shoot = true;
                 }
 
 
                 Vector3 newPos = Vector3.zero;
 
                 if (m_UseX) {
                     int delta = (int)(data.position.x - m_StartPos.x);
 //                delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
                     newPos.x = delta;
                 }
 
                 if (m_UseY) {
                     int delta = (int)(data.position.y - m_StartPos.y);
 //                delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                     newPos.y = delta;
                 }
                 transform.position = Vector3.ClampMagnitude (new Vector3 (newPos.x, newPos.y, newPos.z), MovementRange) + m_StartPos;
                 UpdateVirtualAxes (transform.position);
             }
         }
 
 
         public void OnPointerUp(PointerEventData data)
         {
             if (pointerID == data.pointerId) {
                 transform.position = m_StartPos;
                 UpdateVirtualAxes (m_StartPos);
                 shoot = false;
             }
         }
 
 
         public void OnPointerDown(PointerEventData data) {
             pointerID = data.pointerId;
             Debug.Log("PointerID" + pointerID);
         }
 
         void OnDisable()
         {
             // remove the joysticks from the cross platform input
             if (m_UseX)
             {
                 m_HorizontalVirtualAxis.Remove();
             }
             if (m_UseY)
             {
                 m_VerticalVirtualAxis.Remove();
             }
         }
     }
 }


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Answer by iohan-127 · Feb 14 at 10:01 AM

@Karate_Master I fixed it by erasing the "!" at every #if !UNITY_EDITOR, but i think you have to type them back before building.

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