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Question by dogukanerdem000 · Sep 04, 2021 at 08:43 AM · inputaxisgetaxis

New Input System How to get Left Stick Axis

Hi, I am developing a mobile game and trying to add gamepad support to it, I've set up all the buttons but couldn't figure out how to set up movement (with left stick of gamepad).


My game is a 2d game, so only movement is to the left and right, but the problem is; I don't know how to get the left stick/left axis and left stick/right axis, I want to get those axis and their min/max values so I can check according to them to move the character to the left or right.


If anyone can help me about it I'll be so glad, thanks in advance!

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Answer by rh_galaxy · Sep 04, 2021 at 12:24 PM

Here is a try.

Code to put in Update() or FixedUpdate()

 Gamepad gamepad = Gamepad.current;
 if (gamepad != null)
 {
     Vector2 stickL = gamepad.leftStick.ReadValue();
     //stickL.x will be -1.0..1.0 (for full left to full right)
     //stickL.y will be -1.0..1.0 (for full down to full up)
 }

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avatar image dogukanerdem000 · Sep 04, 2021 at 01:32 PM 0
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It works! Thank you so so much, I've been trying solve this and now it works like a charm. Here is the code I am using if anyone else needs it;

 Gamepad gamepad = Gamepad.current;
                 if (gamepad != null)
                 {
                     Vector2 stickL = gamepad.leftStick.ReadValue();
                     //stickL.x will be -1.0..1.0 (for full left to full right)
                     //stickL.y will be -1.0..1.0 (for full down to full up)
 
                     if (stickL.x < 0 && !freezePlayer)
                     {
                         theRB.velocity = new Vector2(moveSpeed * stickL.x, theRB.velocity.y);
                     }
                     else if(stickL.x > 0 && !freezePlayer)
                     {
                         theRB.velocity = new Vector2(moveSpeed * stickL.x, theRB.velocity.y);
                     }
                     else if (!pushCheck)
                     {
                         theRB.velocity = new Vector2(0, theRB.velocity.y);
                     }
 
                     if(stickL.x > 0 && !m_FacingRight && !freezePlayer)
                     {
                         Flip();
                     }
                     if(stickL.x < 0 && m_FacingRight && !freezePlayer)
                     {
                         Flip();
                     }
                 }

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