Need help to increase magnitude of joystick

Hi, I have a 3D joystick movement script, and the player follow the player sprite. I am trying to make the playersprite go out further away from the player, and I can’t figure out how.

When I try +5f to the player sprite position it reads it as +5 on x and z axis and goes right and up, even when I pull the joystick left/down (negative x and z axis)

Please advise. Thanks a lot

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

    [SerializeField]
    Joystick joystick;

    [SerializeField]
    Transform PlayerSprite;

    [SerializeField]
    Animator animator;

    bool Movement;

    // Start is called before the first frame update
    void Start()
    {
        PlayerSprite.gameObject.SetActive(false);

    }

    // Update is called once per frame
    void FixedUpdate()
    {

        PlayerSprite.gameObject.SetActive(true);

        if (Mathf.Abs(joystick.Direction.x) > 0f || Mathf.Abs(joystick.Direction.y) > 0f)
        {
            PlayerSprite.position = new Vector3(joystick.Horizontal + transform.position.x, 1f, joystick.Vertical + transform.position.z);

            transform.LookAt(new Vector3(PlayerSprite.position.x, 0f, PlayerSprite.position.z));

            transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);

            transform.Translate(Vector3.forward * 2*Time.deltaTime);

        
        }
    

    }
}

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong: