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Question by bunnynsnake · Apr 14, 2018 at 05:05 AM · c#cameramovementmobilejoystick

Mobile player controller assistance

hello,

How do I add an input into my script i have for player movement and player camera so that the 2 sprites I have on screen can control both movement and camera: alt text

Here is the script I am using, and I have set up the mobile joysticks to move correctly. I just need to know what to add to my script to have it work with them.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 [AddComponentMenu("Camera-Control/Smooth Mouse Look")]
 
 public class PlayerController : MonoBehaviour
 {
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
     public float minimumX = -360F;
     public float maximumX = 360F;
     public float minimumY = -60F;
     public float maximumY = 60F;
     float rotationX = 0F;
     float rotationY = 0F;
     private List<float> rotArrayX = new List<float>();
     float rotAverageX = 0F;
     private List<float> rotArrayY = new List<float>();
     float rotAverageY = 0F;
     public float frameCounter = 20;
     Quaternion originalRotation;
     public bool controllable = false;
     public float speed = 7.0f;
     public float jumpSpeed = 6.0f;
     public float gravity = 20.0f;
     private Vector3 moveDirection = Vector3.zero;
     private CharacterController controller;
 
     void Update()
     {
         if (controller.isGrounded && controllable)
 
         {
 
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 
             moveDirection = transform.TransformDirection(moveDirection);
 
             moveDirection *= speed;
 
 
 
             if (Input.GetButton("Jump"))
 
                 moveDirection.y = jumpSpeed;
 
 
 
         }
 
         moveDirection.y -= gravity * Time.deltaTime;
 
         controller.Move(moveDirection * Time.deltaTime);
 
         if (axes == RotationAxes.MouseXAndY)
         {
             rotAverageY = 0f;
             rotAverageX = 0f;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotArrayY.Add(rotationY);
             rotArrayX.Add(rotationX);
 
             if (rotArrayY.Count >= frameCounter)
             {
                 rotArrayY.RemoveAt(0);
             }
 
             if (rotArrayX.Count >= frameCounter)
             {
                 rotArrayX.RemoveAt(0);
             }
             for (int j = 0; j < rotArrayY.Count; j++)
             {
                 rotAverageY += rotArrayY[j];
             }
 
             for (int i = 0; i < rotArrayX.Count; i++)
             {
                 rotAverageX += rotArrayX[i];
             }
             rotAverageY /= rotArrayY.Count;
             rotAverageX /= rotArrayX.Count;
             rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
             rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
             Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
             Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotAverageX = 0f;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotArrayX.Add(rotationX);
             if (rotArrayX.Count >= frameCounter)
             {
                 rotArrayX.RemoveAt(0);
             }
 
             for (int i = 0; i < rotArrayX.Count; i++)
             {
                 rotAverageX += rotArrayX[i];
             }
 
             rotAverageX /= rotArrayX.Count;
             rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
             Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion;
         }
         else
         {
             rotAverageY = 0f;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotArrayY.Add(rotationY);
             if (rotArrayY.Count >= frameCounter)
             {
                 rotArrayY.RemoveAt(0);
             }
             for (int j = 0; j < rotArrayY.Count; j++)
             {
                 rotAverageY += rotArrayY[j];
             }
             rotAverageY /= rotArrayY.Count;
             rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
             Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
 
     void Start()
     {
         controller = GetComponent<CharacterController>();
         Rigidbody rb = GetComponent<Rigidbody>();
         if (rb)
             rb.freezeRotation = true;
         originalRotation = transform.localRotation;
     }
 
     public static float ClampAngle(float angle, float min, float max)
     {
         angle = angle % 360;
         if ((angle >= -360F) && (angle <= 360F))
         {
             if (angle < -360F)
             {
                 angle += 360F;
             }
             if (angle > 360F)
             {
                 angle -= 360F;
             }
         }
         return Mathf.Clamp(angle, min, max);
     }
 }


thank you for any help

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Best Answer

Answer by MarioSantoso · Apr 17, 2018 at 02:13 AM

I suggest you browse asset store and look for plug-ins. Many free assets there, my recommendation is to look at LeanTouch.

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avatar image bunnynsnake · Apr 17, 2018 at 03:32 AM 1
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Thank you.

avatar image bunnynsnake · Apr 17, 2018 at 05:37 PM 1
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found a few sites that helped with the code, because the assets didn't have the functionality i wanted: https://forum.unity.com/threads/help-with-mobile-joystick-c.486735/ http://www.theappguruz.com/blog/beginners-guide-learn-to-make-simple-virtual-joystick-in-unity https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial/adding-mobile-controls https://stackoverflow.com/questions/32623860/how-to-add-a-joystick-from-standard-assets-in-unity-5

Thank you for leading me in the right spot

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