problem with moving character player third person with swipe camera touch

hello guys, hope everyone doing great. this my first topic here I have a problem with moving the camera using touch and I have a joystick from asset, well I linked them and also used some tutorials from youtube but I have a problem that when I touch the stick and I move the camera using touch at the sametime the player turns arround like the touch area on the joystick? the touch works fine and the stick works also but I only have a problem if I press them together. I googled to solve this problem but I don’t know how to fix where there is a problem or what to do… please help

Give us some code to see, otherwise we can only search the needle in the sand :slight_smile:

Nobody on google will solve your particular complex set of different issues.

However, here is how you can begin. You need to work on ONE issue at a time, proving it out 100% each step of the way.

This means you must reliably understand what your program is doing.

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
  • you’re getting an error or warning and you haven’t noticed it in the console window

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.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

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:

https://discussions.unity.com/t/839300/3