Adding touch controls to the "Bot Control" script.

Hello,
in my Game I’m using the “Robot Kyle” Script from Unity (they made it in the Parkour tutorial, Unity 4.0 - Mecanim Animation Tutorial - YouTube), but now I want to add touch controls. I already made a jump button (just a GUI Button and rigidbody.velocity), but for the rest of the movement they’re using “Input.GetAxis(“Horizontal”)”, and I didn’t understand how to add touch controls to something like this yet. So I’m asking you :smiley: Here is the whole script, I edited it already a bit:

[RequireComponent(typeof (Animator))]
[RequireComponent(typeof (CapsuleCollider))]
[RequireComponent(typeof (Rigidbody))]
public class BotControlScript : MonoBehaviour
{
	[System.NonSerialized]					
	public float lookWeight;					// the amount to transition when using head look

	[System.NonSerialized]
	public Transform enemy;						// a transform to Lerp the camera to during head look

	public float animSpeed = 1.5f;				// a public setting for overall animator animation speed
	public float lookSmoother = 3f;				// a smoothing setting for camera motion
	public bool useCurves;



	private Animator anim;							// a reference to the animator on the character
	private AnimatorStateInfo currentBaseState;			// a reference to the current state of the animator, used for base layer
	private AnimatorStateInfo layer2CurrentState;	// a reference to the current state of the animator, used for layer 2
	private CapsuleCollider col;					// a reference to the capsule collider of the character


	static int idleState = Animator.StringToHash("Base Layer.Idle");	
	static int locoState = Animator.StringToHash("Base Layer.Locomotion");			// these integers are references to our animator's states
	static int jumpState = Animator.StringToHash("Base Layer.Jump");				// and are used to check state for various actions to occur
	static int jumpDownState = Animator.StringToHash("Base Layer.JumpDown");		// within our FixedUpdate() function below
	static int fallState = Animator.StringToHash("Base Layer.Fall");
	static int rollState = Animator.StringToHash("Base Layer.Roll");
	static int waveState = Animator.StringToHash("Layer2.Wave");


	void Start ()
	{
		// initialising reference variables
		anim = GetComponent<Animator>();					  
		col = GetComponent<CapsuleCollider>();				
		enemy = GameObject.Find("Enemy").transform;	
		if(anim.layerCount ==2)
			anim.SetLayerWeight(1, 1);
	}


	void FixedUpdate ()
	{
		float h = Input.GetAxis("Horizontal");				// setup h variable as our horizontal input axis
		float v = Input.GetAxis("Vertical");				// setup v variables as our vertical input axis
		anim.SetFloat("Speed", v);							// set our animator's float parameter 'Speed' equal to the vertical input axis				
		anim.SetFloat("Direction", h); 						// set our animator's float parameter 'Direction' equal to the horizontal input axis		
		anim.speed = animSpeed;								// set the speed of our animator to the public variable 'animSpeed'
		anim.SetLookAtWeight(lookWeight);					// set the Look At Weight - amount to use look at IK vs using the head's animation
		currentBaseState = anim.GetCurrentAnimatorStateInfo(0);	// set our currentState variable to the current state of the Base Layer (0) of animation

		if(anim.layerCount ==2)		
			layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);	// set our layer2CurrentState variable to the current state of the second Layer (1) of animation


		// LOOK AT ENEMY

		// if we hold Alt..
		if(Input.GetButton("Fire2"))
		{
			// ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
			anim.SetLookAtPosition(enemy.position);
			lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
		}
		// else, return to using animation for the head by lerping back to 0 for look at weight
		else
		{
			lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
		}

		// STANDARD JUMPING

		// if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true


		if (GUI.Button(new Rect(10, 70, 50, 30), "Jump")) {

			if (currentBaseState.nameHash == locoState)
			{

					
				}
			}

		// if we are in the jumping state... 
		else if(currentBaseState.nameHash == jumpState)
		{
			//  ..and not still in transition..
			if(!anim.IsInTransition(0))
			{
				if(useCurves)
					// ..set the collider height to a float curve in the clip called ColliderHeight
					col.height = anim.GetFloat("ColliderHeight");

				// reset the Jump bool so we can jump again, and so that the state does not loop 
				anim.SetBool("Jump", false);
			}

			// Raycast down from the center of the character.. 
			Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up);
			RaycastHit hitInfo = new RaycastHit();

			if (Physics.Raycast(ray, out hitInfo))
			{
				// ..if distance to the ground is more than 1.75, use Match Target
				if (hitInfo.distance > 1.75f)
				{

					// MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
					// Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
					// of the timeline of our animation clip
					anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
				}
			}
		}


		// JUMP DOWN AND ROLL 

		// if we are jumping down, set our Collider's Y position to the float curve from the animation clip - 
		// this is a slight lowering so that the collider hits the floor as the character extends his legs
		else if (currentBaseState.nameHash == jumpDownState)
		{
			col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);
		}

		// if we are falling, set our Grounded boolean to true when our character's root 
		// position is less that 0.6, this allows us to transition from fall into roll and run
		// we then set the Collider's Height equal to the float curve from the animation clip
		else if (currentBaseState.nameHash == fallState)
		{
			col.height = anim.GetFloat("ColliderHeight");
		}

		// if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip 
		// this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower
		// boxes, and then extends the collider as we come out of the roll
		// we also moderate the Y position of the collider using another of these curves on line 128
		else if (currentBaseState.nameHash == rollState)
		{
			if(!anim.IsInTransition(0))
			{
				if(useCurves)
					col.height = anim.GetFloat("ColliderHeight");

				col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);

			}
		}
		// IDLE

		// check if we are at idle, if so, let us Wave!
		else if (currentBaseState.nameHash == idleState)
		{
			if(Input.GetButtonUp("Jump"))
			{
				anim.SetBool("Wave", true);
			}
		}
		// if we enter the waving state, reset the bool to let us wave again in future
		if(layer2CurrentState.nameHash == waveState)
		{
			anim.SetBool("Wave", false);
		}
	}



}

Touch input is documented here:

There are example scripts to help you.