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Question by C-Blunt · Dec 05, 2014 at 11:07 AM · joystickrounding

Android joystick, rounding inputs

Hi,

I'm working on a game where you steer the player with the left joystick and aim with the right. It's all working ok but the speed of the projectile is currently based on the position of the right stick.

In other words, if you move the right stick slightly up and to the right the projectile will instantiate and move slowly in the correct direction but I would like all projectiles to move at a set speed.

I'm using the standard joystick script converted to C sharp from here: http://wiki.unity3d.com/index.php?title=Joystick

My laser script is here:

 using UnityEngine;
 using System.Collections;
 
 public class LaserMovement : MonoBehaviour {
 
     public float speed = 1.0f;
     private float horiz = 0, verti = 0;
     public Joystick joystickrightPrefab;
     public bool useAxisInput = true;
     private Vector3 direction;
     private float shootAngle;
 
     // Use this for initialization
     void Start () {
 
 
         var direction = PlayerAim.SP.direction;
         var shootAngle = PlayerAim.SP.shootAngle;
         transform.rotation = Quaternion.Euler(0, 0, shootAngle);
         rigidbody.AddForce(direction, ForceMode.Impulse);
 
 
     }

PlayerAim:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerAim : MonoBehaviour {
 
     public Joystick joystickrightPrefab;
     public bool useAxisInput = true;  
     private float horiz = 0, verti = 0;
     public Transform laserPrefab;
     public float nextlaserFire = 0.0f;
     public float laserfireRate = 5.0f;
     public float speed = 0.25f;
     public Vector3 direction;
     public float shootAngle;
     public static PlayerAim SP;
 
     void Awake() {
                 SP = this;
         }
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         //shoot direction
         if (!useAxisInput) {
             horiz = joystickrightPrefab.position.x;
             verti = joystickrightPrefab.position.y;
         }
         else {
             horiz = Input.GetAxis("Horizontal");
             verti = Input.GetAxis("Vertical");
         }        
          shootAngle = Mathf.Atan2 (-horiz, verti) * Mathf.Rad2Deg;
          direction = new Vector3 (horiz, verti, 0);
         if (horiz > 0 || verti > 0 || horiz < 0 || verti < 0) {
                         if (nextlaserFire < Time.time) {
             
             
                                 Instantiate (laserPrefab, transform.position, transform.rotation);
 
                                 nextlaserFire = Time.time + laserfireRate;
             
                         }
                 }
     
     }


Many thanks!

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avatar image pako · Dec 05, 2014 at 05:57 PM 0
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In line 6 of your Laser$$anonymous$$ovement script you define the variable speed:

public float speed = 1.0f;

... but then you don't use this variable anywhere.

It seems to me that if you changed line 20 to:

rigidbody.AddForce(speed * direction, Force$$anonymous$$ode.Impulse);

...your problem would be solved. You could set speed to any value that suits you, and all your projectiles would move at the same speed as you want.

But maybe I don't understand well what the problem is.

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