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Question by DanteAlighieri_ · Mar 24, 2021 at 02:01 PM · 2dtopdown

Rotation and movement with the same virtual joystick help

Hi, I've set up a basic movement script in a 2d top down shooter with a virtual joystick for android using simple joystick.horizontal/vertical inputs and moving the player via

rb.MovePosition(rb.position + move speed Time.deltaTime);

The problem I am facing is having the player rotate the movement direction. Using atan2 yielded a result of the player rotating properly but always facing the wrong way. Trying to correct it in start() did not work. I want the player to rotate the same way it would on a pc build with mouse controls. It's my first mobile build and any help would be greatly appreciated.

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Answer by niklausmarcu · May 17, 2021 at 09:05 PM

@DanteAlighieri_ Hi is first time when I post here so I don't know how to post right. Here is my code for your game, I use it in my game just edit what you need. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; using UnityEngine.Diagnostics;

public class PlayerControll : MonoBehaviour {

 [SerializeField]
 private float playerSpeed = 2.0f;

 [Range(0, 2f)] public float MoveLimit = 0.8f;
 [Range(0, 0.5f)] public float Deadzone = 0.2f;
 [Range(0, 2f)] public float RotateLimit = 1f;

 public LJoystick moveJoystick;
 public RJoystick rotateJoystick;
 public CharacterController controller;
 public RGear RGear;
 public float lerpTime = 1f;

 public bool GoUp;

 public List<float> MyZ = new List<float>();

 private void Awake()
 {
     GetComponent<CharacterController>();

 }

 private void FixedUpdate()
 {
 
     float X = moveJoystick.LHorizontal;
     float Z = moveJoystick.LVertical;

     float moveValue = new Vector2(moveJoystick.LHorizontal, moveJoystick.LVertical).sqrMagnitude;
     if (moveValue >= MoveLimit)

     {

         Vector3 move = new Vector3(moveJoystick.LHorizontal , 0f, moveJoystick.LVertical).normalized;
         controller.Move( move * Time.deltaTime * playerSpeed);

     }

     float rotValue = new Vector2(moveJoystick.LHorizontal, moveJoystick.LVertical).sqrMagnitude;
     if (rotValue >= Deadzone)
     {

         if (RGear.R == false)
         {
             
             float heading = Mathf.Atan2(moveJoystick.LHorizontal,
                                          moveJoystick.LVertical) * Mathf.Rad2Deg;
             float angle = heading - transform.rotation.y;
             transform.rotation = Quaternion.Slerp(transform.rotation,
                                       Quaternion.Euler(0f, angle, 0f), Time.deltaTime * lerpTime);
             //Debug.Log("Calcul = " + (heading - transform.rotation.y));
             //Debug.Log("HEADING = " + heading);

         }

         if(RGear.R == true)
         { 
             float heading = Mathf.Atan2(moveJoystick.LHorizontal, -moveJoystick.LVertical) * Mathf.Rad2Deg;
     

             transform.rotation = Quaternion.Slerp(transform.rotation, 
                                       Quaternion.Euler(0f, -heading, 0f), Time.deltaTime * lerpTime);
         
         }

     }
 
 }

}

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