I have a touch joystick (standard Unity UI asset) and a freelook camera (following character controller) that is controlled by inputs Mouse X and Mouse Y. When I use the joystick to move the character on touch screen, the camera moves too. Can I create a null zone at the bottom of the screen that the joystick is placed in that doesn’t push Mouse X and Mouse Y values to the camera? Or is there some other way to handle this competing input problem? I am sure I am not the first to encounter this, but I can’t find a clear, simple workable solution to this problem via these forum threads yet.
There is nothing built-in to do that. You can write a custom CM input handler that suppresses input when the desired conditions are met. This post tells you how: https://forum.unity.com/threads/how…en-the-mouse-key-is-down.527634/#post-3468444
Hi borckard,
Did you manage to find a solution for this? I’ve spent too much reading these threads with no clue , would really appreciate it, thanks.
I don’t fully remember but, I believe what I did was create a second dynamic touch joystick, hid the image of it on the screen, and set the touch area for the joystick as the whole right side of the screen. Then I wrote a script that read the second joystick movement and assigned the free-look camera controls to it. It worked okay but not the effect I wanted exactly. I was wanting something more like minecraft or PKXD touch game controls.