How to use Unity Cross Platform Input?

Hey there, I am kind of beginner. I just downloaded the sample assets 2D pack forom Store. I used the robo boy in this pack his pre-made scripts. But I stuck how to add virtual buttons to this script. Then I attached Mobile Input script in the sample assets pack to the Robo player but no thing happend. Thanks in Advance.

Here is the Platformer Character 2D Script:

using UnityEngine;

namespace UnitySampleAssets._2D
{

    public class PlatformerCharacter2D : MonoBehaviour
    {
        private bool facingRight = true; // For determining which way the player is currently facing.

        [SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
        [SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.	

        [Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
                                                     // Amount of maxSpeed applied to crouching movement. 1 = 100%

        [SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
        [SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character

        private Transform groundCheck; // A position marking where to check if the player is grounded.
        private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool grounded = false; // Whether or not the player is grounded.
        private Transform ceilingCheck; // A position marking where to check for ceilings
        private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator anim; // Reference to the player's animator component.


        private void Awake()
        {
            // Setting up references.
            groundCheck = transform.Find("GroundCheck");
            ceilingCheck = transform.Find("CeilingCheck");
            anim = GetComponent<Animator>();
        }


        private void FixedUpdate()
        {
            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
            anim.SetBool("Ground", grounded);

            // Set the vertical animation
            anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
        }


        public void Move(float move, bool crouch, bool jump)
        {


            // If crouching, check to see if the character can stand up
            if (!crouch && anim.GetBool("Crouch"))
            {
                // If the character has a ceiling preventing them from standing up, keep them crouching
                if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                    crouch = true;
            }

            // Set whether or not the character is crouching in the animator
            anim.SetBool("Crouch", crouch);

            //only control the player if grounded or airControl is turned on
            if (grounded || airControl)
            {
                // Reduce the speed if crouching by the crouchSpeed multiplier
                move = (crouch ? move*crouchSpeed : move);

                // The Speed animator parameter is set to the absolute value of the horizontal input.
                anim.SetFloat("Speed", Mathf.Abs(move));

                // Move the character
                rigidbody2D.velocity = new Vector2(move*maxSpeed, rigidbody2D.velocity.y);

                // If the input is moving the player right and the player is facing left...
                if (move > 0 && !facingRight)
                    // ... flip the player.
                    Flip();
                    // Otherwise if the input is moving the player left and the player is facing right...
                else if (move < 0 && facingRight)
                    // ... flip the player.
                    Flip();
            }
            // If the player should jump...
            if (grounded && jump && anim.GetBool("Ground"))
            {
                // Add a vertical force to the player.
                grounded = false;
                anim.SetBool("Ground", false);
                rigidbody2D.AddForce(new Vector2(0f, jumpForce));
            }
        }


        private void Flip()
        {
            // Switch the way the player is labelled as facing.
            facingRight = !facingRight;

            // Multiply the player's x local scale by -1.
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    }
}

Here is the Platformer 2D Control Script:

using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;

namespace UnitySampleAssets._2D
{


    [RequireComponent(typeof (PlatformerCharacter2D))]
    public class Platformer2DUserControl : MonoBehaviour
    {


		public Texture2D button1;
        private PlatformerCharacter2D character;
        public bool jump;

		void Start() {

			guiTexture.texture = button1;

		}
        private void Awake()
        {
            character = GetComponent<PlatformerCharacter2D>();
        }

        private void Update()
        {
			if(!jump){jump = CrossPlatformInputManager.GetButtonDown("Jump"); 
			}
            

				
				
        }

And the last one: Mobile Input Script:

using UnityEngine;

namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific
{
	public class nwe : VirtualInput
	{
		private void AddButton(string name)
		{
			// we have not registered this button yet so add it, happens in the constructor
			CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
		}
		
		
		private void AddAxes(string name)
		{
			// we have not registered this button yet so add it, happens in the constructor
			CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
		}
		
		
		public override float GetAxis(string name, bool raw)
		{
			return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0;
		}
		
		
		public override void SetButtonDown(string name)
		{
			if (!virtualButtons.ContainsKey(name))
			{
				AddButton(name);
			}
			virtualButtons[name].Pressed();
		}
		
		
		public override void SetButtonUp(string name)
		{
			virtualButtons[name].Released();
		}
		
		
		public override void SetAxisPositive(string name)
		{
			if (!virtualAxes.ContainsKey(name))
			{
				AddAxes(name);
			}
			virtualAxes[name].Update(1f);
		}
		
		
		public override void SetAxisNegative(string name)
		{
			if (!virtualAxes.ContainsKey(name))
			{
				AddAxes(name);
			}
			virtualAxes[name].Update(-1f);
		}
		
		
		public override void SetAxisZero(string name)
		{
			if (!virtualAxes.ContainsKey(name))
			{
				AddAxes(name);
			}
			virtualAxes[name].Update(0f);
		}
		
		
		public override void SetAxis(string name, float value)
		{
			if (!virtualAxes.ContainsKey(name))
			{
				AddAxes(name);
			}
			virtualAxes[name].Update(value);
		}
		
		
		public override bool GetButtonDown(string name)
		{
			if (virtualButtons.ContainsKey(name))
			{
				return virtualButtons[name].GetButtonDown;
			}
			
			AddButton(name);
			return virtualButtons[name].GetButtonDown;
		}
		
		
		public override bool GetButtonUp(string name)
		{
			if (virtualButtons.ContainsKey(name))
			{
				return virtualButtons[name].GetButtonUp;
			}
			
			AddButton(name);
			return virtualButtons[name].GetButtonUp;
		}
		
		
		public override bool GetButton(string name)
		{
			if (virtualButtons.ContainsKey(name))
			{
				return virtualButtons[name].GetButton;
			}
			
			AddButton(name);
			return virtualButtons[name].GetButton;
		}
		
		
		public override Vector3 MousePosition()
		{
			return virtualMousePosition;
		}
	}
}

Don’t forget using UnityStandardAssets.CrossPlatformInput; at the top of your script and then use the CrossPlatformInputManager class instead of the Input class

Hi @olcayakgn

Check this folder:

Assets → Standard Assets → CrossPlatformInput → Prefabs

Hope you get the idea :slight_smile: