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2
Question by DasFloX · Jun 10, 2013 at 08:23 PM · touchjoystickaimexclude

Exclude Joystick's Area from Input.touch

Hi, Im trying to make a Sidescroller-Shooter Game, using the pregiven Sidescroller controll prefab from Unity. I got my player aiming at the point, where i touch the screen.

 function Guncontroll() {
 
     if(Input.touchCount > 0){
     var i : Vector2 = Input.GetTouch(0).position;    
 
     aimpoint.position = playercamera.ScreenToWorldPoint(Vector3 (i.x, i.y, 10));
 
     gun.LookAt(aimpoint);
     
 
 }
 }

Now i want to exclude the Joystick Areas (Bottom right corner & and bottom left) from that, so, that the player doesn't aim at the Joystick, as I start to walk.

Hope someone could help me :)

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avatar image DasFloX · Jun 11, 2013 at 05:11 AM 0
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Answer by DasFloX · Jun 11, 2013 at 09:26 AM

Found the solution myself. You need to acces the "lastFingerId" from the touchpad and check, that it is not the fingerId of the touch you want to controll the character with.

 function Guncontroll() {
 
 
     if(Input.touchCount > 0 && Input.GetTouch(0).fingerId != moveTouchPad.lastFingerId){
     var i : Vector2 = Input.GetTouch(0).position;
 
     aimpoint.position = playercamera.ScreenToWorldPoint(Vector3 (i.x, i.y, 10));
 
     gun.LookAt(aimpoint);
     
     
 
 }
     if(Input.touchCount > 1 && Input.GetTouch(0).fingerId == moveTouchPad.lastFingerId){
     var i2 : Vector2 = Input.GetTouch(1).position;
 
     aimpoint.position = playercamera.ScreenToWorldPoint(Vector3 (i2.x, i2.y, 10));
 
     gun.LookAt(aimpoint);
     
     
 
 }
 
 }
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avatar image Spincu · Aug 01, 2013 at 03:07 PM 0
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avatar image milanobrenovic · Sep 20, 2019 at 10:51 PM 0
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Answer by InfiniBuzz · Jun 11, 2013 at 09:22 AM

Check if your touch is inside the Joystick collider

if you are using some kind of ui cam for the joystick you can use

 function Guncontroll() {
  
 if(Input.touchCount > 0){
 
    var ray : Ray = UICam.ScreenPointToRay(Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, 0));
    var $$anonymous$$t : RaycastHit;
    if(Physics.Raycast(ray, out $$anonymous$$t, Mathf.Infinity, LayerMask.NameToLayer("UILayer")))
    {
        if(Input.touchCount > 1)
           var i : Vector2 = Input.GetTouch(1).position;
        else
           return;
    }
    else
        var i : Vector2 = Input.GetTouch(0).position;
  
    aimpoint.position = playercamera.ScreenToWorldPoint(Vector3 (i.x, i.y, 10));
  
    gun.LookAt(aimpoint);
  
  
    }
 }

Make sure to set the UICam variable to the ui camera.

T$$anonymous$$s is converted from C# ;)

hope it helps

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Answer by N13s · Jun 11, 2013 at 09:24 AM

Your var i contains the Input.GetTouch(0).position right? So if you know the area of the joystick, you should be able to prevent your gun from pointing towards the joystick area.

somt$$anonymous$$ng like : function Guncontroll() {

 var joyStickAreaMin:Vector2 = new Vector2(0,0);
 var joyStickAreaMax:Vector2 = new Vector2(10,10);
 
 if(Input.touchCount > 0){    
 var iX : float = Input.GetTouch(0).position.x;
 var iY : float = Input.GetTouch(0).position.y; 
 if((iX <= joyStickAreaMin.x && iX >= joyStickAreaMax.x) && (iY <= joyStickAreaMin.y && iY >= joyStickAreaMax.y)){
 aimpoint.position = playercamera.ScreenToWorldPoint(Vector3 (i.x, i.y, 10));
 gun.LookAt(aimpoint);
 }
 }
 }
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