How to use the joystick to control the character

I have a question about use the joystick to control the character.

How to use the joystick to control the character?

I just can control the character by keyboard (use the “Input.GetAxis”)

if I need to change it into the “Touch”(it means I have to use the GUIText to control the charater)

Chould teach how to do it or show me the script?

Thanks a lot.

And I’m so sorry for my poor English.

See the various character controller tutorial and demo projects. If you want to use Touch to control things, use Input.Touch, not GUIText. Assuming mobile. In which case see the Joystick controllers, esp the Dual Joystick controllers, very nice.

Input.GetAxis(“Horizontal”) and Input.GetAxis(“Vertical”) by default also return values for joystick input! Look at the Input manager, it exposes all of that.

What do you mean, “Touch”? Is this something to do with mobile devices? Are you talking about an actual joystick here, or a virtual, onscreen joystick?

you can use something like that , from Penelope iPhone tutorial , the Joistick script , i guess this is it :

//////////////////////////////////////////////////////////////

// Joystick.js
// Penelope iPhone Tutorial
//
// Joystick creates a movable joystick (via GUITexture) that
// handles touch input, taps, and phases. Dead zones can control
// where the joystick input gets picked up and can be normalized.
//
// Optionally, you can enable the touchPad property from the editor
// to treat this Joystick as a TouchPad. A TouchPad allows the finger
// to touch down at any point and it tracks the movement relatively
// without moving the graphic
//////////////////////////////////////////////////////////////

#pragma strict

@script RequireComponent( GUITexture )

// A simple class for bounding how far the GUITexture will move
class Boundary
{
var min : Vector2 = Vector2.zero;
var max : Vector2 = Vector2.zero;
}

static private var joysticks : Joystick; // A static collection of all joysticks
static private var enumeratedJoysticks : boolean = false;
static private var tapTimeDelta : float = 0.3; // Time allowed between taps

var touchPad : boolean; // Is this a TouchPad?
var touchZone : Rect;
var deadZone : Vector2 = Vector2.zero; // Control when position is output
var normalize : boolean = false; // Normalize output after the dead-zone?
var position : Vector2; // [-1, 1] in x,y
var tapCount : int; // Current tap count

private var lastFingerId = -1; // Finger last used for this joystick
private var tapTimeWindow : float; // How much time there is left for a tap to occur
private var fingerDownPos : Vector2;
private var fingerDownTime : float;
private var firstDeltaTime : float = 0.5;

private var gui : GUITexture; // Joystick graphic
private var defaultRect : Rect; // Default position / extents of the joystick graphic
private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic
private var guiTouchOffset : Vector2; // Offset to apply to touch input
private var guiCenter : Vector2; // Center of joystick

function Start()
{
// Cache this component at startup instead of looking up every frame
gui = GetComponent( GUITexture );

// Store the default rect for the gui, so we can snap back to it
defaultRect = gui.pixelInset;	

defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;

transform.position.x = 0.0;
transform.position.y = 0.0;
    
if ( touchPad )
{
	// If a texture has been assigned, then use the rect ferom the gui as our touchZone
	if ( gui.texture )
		touchZone = defaultRect;
}
else
{				
	// This is an offset for touch input to match with the top left
	// corner of the GUI
	guiTouchOffset.x = defaultRect.width * 0.5;
	guiTouchOffset.y = defaultRect.height * 0.5;
	
	// Cache the center of the GUI, since it doesn't change
	guiCenter.x = defaultRect.x + guiTouchOffset.x;
	guiCenter.y = defaultRect.y + guiTouchOffset.y;
	
	// Let's build the GUI boundary, so we can clamp joystick movement
	guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
	guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
	guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
	guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
}

}

function Disable()
{
gameObject.active = false;
enumeratedJoysticks = false;
}

function ResetJoystick()
{
// Release the finger control and set the joystick back to the default position
gui.pixelInset = defaultRect;
lastFingerId = -1;
position = Vector2.zero;
fingerDownPos = Vector2.zero;

if ( touchPad )
	gui.color.a = 0.025;	

}

function IsFingerDown() : boolean
{
return (lastFingerId != -1);
}

function LatchedFinger( fingerId : int )
{
// If another joystick has latched this finger, then we must release it
if ( lastFingerId == fingerId )
ResetJoystick();
}

function Update()
{
if ( !enumeratedJoysticks )
{
// Collect all joysticks in the game, so we can relay finger latching messages
joysticks = FindObjectsOfType( Joystick ) as Joystick;
enumeratedJoysticks = true;
}

var count = Input.touchCount;

// Adjust the tap time window while it still available
if ( tapTimeWindow > 0 )
	tapTimeWindow -= Time.deltaTime;
else
	tapCount = 0;

if ( count == 0 )
	ResetJoystick();
else
{
	for(var i : int = 0;i < count; i++)
	{
		var touch : Touch = Input.GetTouch(i);			
		var guiTouchPos : Vector2 = touch.position - guiTouchOffset;

		var shouldLatchFinger = false;
		if ( touchPad )
		{				
			if ( touchZone.Contains( touch.position ) )
				shouldLatchFinger = true;
		}
		else if ( gui.HitTest( touch.position ) )
		{
			shouldLatchFinger = true;
		}		

		// Latch the finger if this is a new touch
		if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
		{
			
			if ( touchPad )
			{
				gui.color.a = 0.15;
				
				lastFingerId = touch.fingerId;
				fingerDownPos = touch.position;
				fingerDownTime = Time.time;
			}
			
			lastFingerId = touch.fingerId;
			
			// Accumulate taps if it is within the time window
			if ( tapTimeWindow > 0 )
				tapCount++;
			else
			{
				tapCount = 1;
				tapTimeWindow = tapTimeDelta;
			}
										
			// Tell other joysticks we've latched this finger
			for ( var j : Joystick in joysticks )
			{
				if ( j != this )
					j.LatchedFinger( touch.fingerId );
			}						
		}				

		if ( lastFingerId == touch.fingerId )
		{	
			// Override the tap count with what the iPhone SDK reports if it is greater
			// This is a workaround, since the iPhone SDK does not currently track taps
			// for multiple touches
			if ( touch.tapCount > tapCount )
				tapCount = touch.tapCount;
			
			if ( touchPad )
			{	
				// For a touchpad, let's just set the position directly based on distance from initial touchdown
				position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
				position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
			}
			else
			{					
				// Change the location of the joystick graphic to match where the touch is
				gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
				gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );		
			}
			
			if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
				ResetJoystick();					
		}			
	}
}

if ( !touchPad )
{
	// Get a value between -1 and 1 based on the joystick graphic location
	position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
	position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
}

// Adjust for dead zone	
var absoluteX = Mathf.Abs( position.x );
var absoluteY = Mathf.Abs( position.y );

if ( absoluteX < deadZone.x )
{
	// Report the joystick as being at the center if it is within the dead zone
	position.x = 0;
}
else if ( normalize )
{
	// Rescale the output after taking the dead zone into account
	position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
}
	
if ( absoluteY < deadZone.y )
{
	// Report the joystick as being at the center if it is within the dead zone
	position.y = 0;
}
else if ( normalize )
{
	// Rescale the output after taking the dead zone into account
	position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
}

}

i copied all the lines to you from another post :wink:
i studied that code before and it helps me to do lots of things later.