0.5
There’s a huge update in the assetstore. I’ve got a lot of feedback in the past year and decided to make a system that will satisfy all the needs (my needs too)
It’s now more easily convertible from Input. stuff and it doesn’t break the standard input (which you get when you use a standard crossplatform system).
It’s totally new and is better than ever. A lot of people have already tested it (I’ve sent a bunch of packages to the people directly after conversations by e-mail)
0.3.3 version is finally on the AssetStore
A few bugfixes, and more functionality is on the way
New 0.3.1 version is here, completely rewritten
More about it in the #3 post
Hi!
I’ve made a free ready-to-use multitouch mobile joystick and decided to share.
It has a arguable rendering method (through the perspective camera) but overall it’s performance is much better than the Standard one. If you add assets from one atlas it will also batch them in one draw call - a feature that GUITexture doesn’t have.
I’m going to update it, so it will use separate orthographical GUI camera.
Thank you very much for this free asset ! It is well made and well documented.
I have a question. I would like to tweak your asset so that the joystick enables me to look around my scene like in a FPS view. Could you help me how to achieve this ?
The character doesn’t have to move, it is for architercural visualization purposes.
Sorry for long response, I’ve lost track of this thread due to its unpopularity.
I’ve updated to version 0.3.1
It’s now a completely rewritten set of controls, it includes Joystick (which now actually works), Touchpad and Throwable touchpad (keeps it’s momentum). I’ve also added some menu items to create it with ease (more in README inside)
Thank you for your asset.
I’m trying to implement it on a simple 2D game.
I was suprised that GitHub version was really different from unity store version, but now i have the explanation
Is there anyway we can rotate the touchzone area? I have a top down camera view, therefore I can only use the joystick along the x axis. I’m attempting to “rotate” the touch area so I can get input from the x and y axis. I’m very new to this Any ideas how I can do this?
hi bro, your joysticks works super nice, but i want to know how to make a sprite looks where the joystick is pointing, like the image ; how i can communicate with you, because i want help, im new in this but i understand a bit of that, thanks in advance and sorry for my bad english
There’s a huge update in the assetstore. I’ve got a lot of feedback in the past year and decided to make a system that will satisfy all the needs (my needs too)
It’s now more easily convertible from Input. stuff and it doesn’t break the standard input (which you get when you use a standard crossplatform system)
Hey Kumo-Kairo,
First OF All Thanx For This Plugin.
I have Seen Your CN Controls Plugin ,
It Looking Easy.
Can You Tell Me How To Integrate I??
I Wanna Use Joystick For Walkthrough
Please Reply Me ASAP I Am Waiting
You Can Revert Me On My Mail Id Also -chetan.argade@dgtechnologies.in
Hello, thanks for your asset! it’s really easy to implement.
However, i have an issue to use it with the FPSController of the unity standard asset.
i use 2 Joysticks, and after i mention the axis name in the field (Mouse X and Mouse Y for the camera axis), it doesn’t work (for the left joystick, it works fine).
Yeah, that FPS controller seems to generate a lot of questions. Please take a look at MouseLook script in FPS Controller package. It has a LookRotation method on a line 31. There are two lines with CrossPlatformInput. Replace those with CnInputManager. Be careful though as CnInputManager in the Editor will work BOTH with the Mouse Input AND with the joystick input. This is intended for easier in-editor testing. You can use Unity Remote to test your joysticks and touchpads, this way the mouse won’t be getting in your way.
I will most definitely write a video tutorial on that and add an example of FPS controller to the package
But the behavior of the joystick are a bit strange.
For example, with the left joystick (horizontal and vertical axis) when i move it, my character is moving, but the view is moving a bit also. And when i use the right joystick (Mouse X and Mouse Y), the view doesn’t move really good.
Also, when i use the joysticks, there is some jumps…
It may greatly depend on a situation, but most of the time it’s something with the setup with different parameters, different overlapping UI elements, different event system preferences. I tried making the package as easy and frictionless as I could, but of course there are lots of side cases in which it doesn’t really work out (it’s everything to do with Unity UI and built-in event system, you have to understand how that works too). You can send me a copy of your setup on a support e-mail (available in the package description) so I’ll be able take a look at your specific case
Hello. First of all, this is incredible package to be given for free, thank you very much.
Now my question is probably simple, but I haven’t found the answer in reasonable time, so I ask it. Is there a way to check if joystick is being pressed aside from measuring axis vector magntidue? Basically to use the touch zone of a joystick like a key.
No, there’s no built-in way to do that unfortunately. If you really need it, you can make that yourself though. Take a look at SimpleJoystick script in the package and add some SimpleButton behaviour in it, it should be pretty straightforward
This behavior is in my local roadmap along with a first-person controller example. I hope to revisit this thing in the nearest future
Understood, not a big deal though at the moment for me, magnitude check does the job, and editing SimpleJoystick looks pretty straightforward ineed. Thank you for quick answering!