.
Math!
For the first one, you’d clamp the x/y values to the distance formula. (distance = sqrt(x^2 + y^2))… do algebra to solve for what you need.
Answer to your second question (in c#) : (halt
is the transform of my player)
if(rightJoystick.position != Vector2.zero){
float facing = Mathf.Atan2(rightJoystick.position.x, rightJoystick.position.y) * Mathf.Rad2Deg+270.0f;
displacement = halt.eulerAngles;
displacement.y = facing;
halt.eulerAngles = displacement;
if(weapon != null){
weapon.Shoot();
}
}
.