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Question by Nidaoke · Oct 21, 2017 at 09:10 PM · c#unity 52dgamejoystick

How to check if player is rapidly rotating the joystick?

Currently working on a game that needs a check to see if the player is rotating the joystick around in a circular motion. That is, they are quickly rotating it around a few times, like spinning a spinner. The first major example that comes to my head is in the old Paper Mario game in which you twirl the joystick around a few times to flip your character around to get into small spaces. I thought of doing a check to see if the player inputs a certain direction, and then within a timer checking to see if they input the "next" direction (downleft if they had previously put in down) etc... a few times, but this just seems like a really inefficient way to do this. Any better methods out there? Any help would be greatly appreciated!

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Answer by areTeam · Jan 12, 2019 at 10:07 PM

I'm need similiar so I try making; https://answers.unity.com/questions/604536/is-there-a-magic-code-for-getting-delta-values.html from th basic public float deltaY; public float deltaX; float oldX; float oldY; public int rotatecount; public float MinRotSpd; Vector2 inputdirect; void Update() { float deltaValuex = Input.GetAxisRaw("Horizontal") - oldX; float deltaValuey = Input.GetAxisRaw("Vertical") - oldY; oldX = Input.GetAxisRaw("Horizontal"); oldY = Input.GetAxisRaw("Vertical"); if(Mathf.Abs(deltaValuex) < MinRotSpd && Mathf.Abs(deltaValuey) < MinRotSpd) { rotatecount = 0; inputdirect = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); } if (Mathf.Abs(deltaValuex) >= MinRotSpd || Mathf.Abs(deltaValuey) >= MinRotSpd) { inputdirect = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (Input.GetAxisRaw("Horizontal") == inputdirect.x && Input.GetAxisRaw("Vertical") == inputdirect.y) { rotatecount += 1; } if(rotatecount >= 2) { //place here your action if you like work similar to super mario odyssey DoSpin(); } //or palace here if you like instant } } void DoSpin() { //action }

I hope helped this

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