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Question by EliteHedgehog56 · Feb 20, 2018 at 11:58 AM · camerauiinput

ipad splitscreen display and on screen joystick and button ui

I am wanting to create a splitscreen shooter for ios with splitscreen, similar to what was done with Neon Shadow on the appstore. Is there a way to display each character screen on each half of the screen facing the oppisite direction like on the pic?

alt text

also how do I create an on screen joystick and button ui component that acts as an input for these scrips

movement script:

 var canaim : boolean = false;
  var canlock : boolean = false;
  var normalmove : boolean = true;
  var turn = 30;
  var walk = 30;
  var enemy : Transform;
 
  
  function FixedUpdate (){
  //change to input instead of keycodes
       if (Input.GetKey(KeyCode.D)){
         transform.Rotate(Vector3.up * turn * Time.deltaTime);
         
       }
         
       if (Input.GetKey(KeyCode.A)){
         transform.Rotate(-Vector3.up * turn * Time.deltaTime);
    
       }
        if (Input.GetKey(KeyCode.W)){
      transform.Translate(Vector3.forward * walk * Time.deltaTime);
      }
  
         if (Input.GetKey(KeyCode.S)){
  
      transform.Translate(Vector3.back * walk * Time.deltaTime);
      }
  }
  
 
  
 

Shoot script:

 RequireComponent(AudioSource);
 var audioSource: AudioSource;
 var Projectile : Rigidbody;
  var ProjectileSpeed : int = 10;
  var FireRate : float = 10;  // The number of bullets fired per second
  var lastfired : float;      // The value of Time.time at the last firing moment
  var gunshot : AudioClip;
 
  function Start() {
     audioSource = GetComponent.<AudioSource>();
 }
 
  function Update ()
  {
      if (Input.GetButton("Fire1"))
      {
          if (Time.time - lastfired > 1 / FireRate)
          {
              lastfired = Time.time;
              var clone : Rigidbody;
              clone = Instantiate(Projectile, transform.position, transform.rotation);
              clone.velocity = transform.TransformDirection (Vector3.forward * ProjectileSpeed);
              audioSource.PlayOneShot(gunshot, 0.7F);
          }
      }
  }

thanks

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