How would I add android support to this character controller?

I have this character controller for a 2D platformer game. However I wanted to make it for android and I cant seem to figure out how to do it. I have searched online and if I missed this somewhere im sorry did not mean to repeat a answered question. (Sorry for my english its not my first language.)`using UnityEngine;

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

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

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

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

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

Transform PlayerGraphics;							// Reference to the graphics so we can change direction

void Awake()
{
	// Setting up references.
	groundCheck = transform.Find("GroundCheck");
	ceilingCheck = transform.Find("CeilingCheck");
	anim = GetComponent<Animator>();
	PlayerGraphics = transform.FindChild ("Graphics");
	if (PlayerGraphics == null)
	{
		Debug.LogError ("Let's freak out! There is no 'graphics' object as the child of the player");
	}
}

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) {
        // Add a vertical force to the player.
        anim.SetBool("Ground", false);
        rigidbody2D.AddForce(new Vector2(0f, jumpForce));
    }
}


void Flip ()
{
	// Switch the way the player is labelled as facing.
	facingRight = !facingRight;
	
	// Multiply the player's x local scale by -1.
	Vector3 theScale = PlayerGraphics.localScale;
	theScale.x *= -1;
	PlayerGraphics.localScale = theScale;
}

}
`

There’s a joystick prefab in Unity’s mobile assets.