• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By wobbegong_
      I am taking an absolute beginner's game development course and we have just finished game jams in small groups. Our current assignment is to get feedback from people working in any aspect of game development. I would very much appreciate any feedback! The game is up on itchi.io (sound warning) https://wobbegong.itch.io/zombie-shooter It's essentially a very basic PvE.
      I also have some things I'm wondering about, but you don't necessarily have to answer these. 
      1. Do you have any tips on working with physics? My group wrestled a bit with Rigidbody physics not totally working the way we wanted to -- jumping ended up kind of floaty and inclines seem to mess up movement. Alternatively... how can I build terrains with depth that won't result in wonky physics?
      2. How can I keep up the level of challenge in an interesting way as the player progresses through the waves?
      3. What are some of your personal guidelines for creating title screens?
      Thank you very much in advance!
    • By ethancodes
      I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console. 
      This is my current code for this part of the program, it is attached to the bricks:
      void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags. 
       
      Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
    • By Sandman Academy
      Downloadable at:
      https://virva.itch.io/sandman-academy
      https://gamejolt.com/games/sandmanacademy/329088
      https://www.indiexpo.net/en/games/sandman-academy
      https://www.gamefront.com/@sandmanacademy
      http://www.indiedb.com/games/sandman-academy
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity 2d Mobile Controls

This topic is 433 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello,
 
I have been working on a 2D Platformer and I am at the point where I want to add mobile controls for the phone. I am new to unity so I need some help.
 
Here is what I have:
  •      The basic gameplay is waves of aliens come from above and you have to shoot them. The aming is right now controlled by the mouse. The gun follows the mouse
  •      basic movement is controlled with the arrow keys and space bar
  •      I also have the Unity standard assets in my project as well
Here is what I want:
  •      I want to have 2 joysticks one that controls the movement of the player and one that controls the aming and shooting
  •      For shooting I want to be already shooting when you place your finger on the joystick
 
If someone could please help me with it. Tell me what to add and stuff like that would be really appreciated!!
 
Here are some of my scripts:
 
PlayerController:
          
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
 
namespace UnityStandardAssets._2D
{
    [RequireComponent(typeof (PlatformerCharacter2D))]
    public class Platformer2DUserControl : MonoBehaviour
    {
        private PlatformerCharacter2D m_Character;
        private bool m_Jump;
 
 
        private void Awake()
        {
            m_Character = GetComponent<PlatformerCharacter2D>();
        }
 
 
        private void Update()
        {
            if (!m_Jump)
            {
                // Read the jump input in Update so button presses aren't missed.
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }
        }
 
 
        private void FixedUpdate()
        {
            // Read the inputs.
            bool crouch = Input.GetKey(KeyCode.LeftControl);
            float h = CrossPlatformInputManager.GetAxis("Horizontal");
            // Pass all parameters to the character control script.
            m_Character.Move(h, crouch, m_Jump);
            m_Jump = false;
        }
    }
}
 
Character 2D script
      
using System;
using UnityEngine;
 
namespace UnityStandardAssets._2D
{
    public class PlatformerCharacter2D : MonoBehaviour
    {
        [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
        [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
        [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character
 
        [SerializeField]
        string landingSoundName = "LandingFootsteps";
 
        private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
        const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool m_Grounded;            // Whether or not the player is grounded.
        private Transform m_CeilingCheck;   // A position marking where to check for ceilings
        const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator m_Anim;            // Reference to the player's animator component.
        private Rigidbody2D m_Rigidbody2D;
        private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 
        private Transform playerGraphics;          // reference to the graphics so we can chnage direction
 
        AudioManger audioManger;
 
        private void Awake()
        {
            // Setting up references.
            m_GroundCheck = transform.Find("GroundCheck");
            m_CeilingCheck = transform.Find("CeilingCheck");
            m_Anim = GetComponent<Animator>();
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
            playerGraphics = transform.FindChild("Graphics");
            if (playerGraphics == null)
            {
                Debug.LogError("Lets freak out! There is no 'Graphics' object as a child of the player"); 
            }
           
        }
 
        void Start ()
        {
            audioManger = AudioManger.instance;
            if(audioManger == null)
            {
                Debug.LogError("THIS IS WHY WE WRIGHT ERROR MESSAGES: No audioManger found.");
            }
        }
 
        private void FixedUpdate()
        {
            bool wasGrounded = m_Grounded;
 
 
            m_Grounded = false;
 
            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            // This can be done using layers instead but Sample Assets will not overwrite your project settings.
            Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders.gameObject != gameObject)
                    m_Grounded = true;
            }
            m_Anim.SetBool("Ground", m_Grounded);
 
            if (wasGrounded != m_Grounded && m_Grounded == true)
            {
                audioManger.PlaySound(landingSoundName);
            }
 
            // Set the vertical animation
            m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
        }
 
        public void Move(float move, bool crouch, bool jump)  
        {
            // If crouching, check to see if the character can stand up
            if (!crouch && m_Anim.GetBool("Crouch"))
            {
                // If the character has a ceiling preventing them from standing up, keep them crouching
                if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                {
                    crouch = true;
                }
            }
 
            // Set whether or not the character is crouching in the animator
            m_Anim.SetBool("Crouch", crouch);
 
            //only control the player if grounded or airControl is turned on
            if (m_Grounded || m_AirControl)
            {
                // Reduce the speed if crouching by the crouchSpeed multiplier
                move = (crouch ? move*m_CrouchSpeed : move);
 
                // The Speed animator parameter is set to the absolute value of the horizontal input.
                m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
                // Move the character
                m_Rigidbody2D.velocity = new Vector2(move*PlayerStats.instance.movementSpeed, m_Rigidbody2D.velocity.y);
 
                // If the input is moving the player right and the player is facing left...
                if (move > 0 && !m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
                    // Otherwise if the input is moving the player left and the player is facing right...
                else if (move < 0 && m_FacingRight)
                {
                    // ... flip the player.
                    Flip();
                }
            }
            // If the player should jump...
            if (m_Grounded && jump && m_Anim.GetBool("Ground"))
            {
                // Add a vertical force to the player.
                m_Grounded = false;
                m_Anim.SetBool("Ground", false);
                m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
            }
        }
 
        private void Flip()
        {
            // Switch the way the player is labelled as facing.
            m_FacingRight = !m_FacingRight;
 
            // Multiply the player's x local scale by -1.
            Vector3 theScale = playerGraphics.localScale;
            theScale.x *= -1;
            playerGraphics.localScale = theScale;
        }
    }
}

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement