In my project I defined two Axes in the Input settings (Edit → Project Settings → Input), Fire 1 and Fire 2:
- Positive Button of “Fire 1” is “mouse 0”
- Positive Button of “Fire 2” is “mouse 1”
The corresponding update script of the player is as following:
void Update () {
if (Input.GetAxis("Fire 1") != 0)
spawnWeaponMain ();
if (Input.GetAxis("Fire 2") != 0)
spawnWeaponSecond ();
}
As input for my mobile Android device I’m using the default, unaltered Dual Joystick Prefab provided by Unity (v4.3.4) StandardAssets (Mobile).
- When tapping on LeftJoystick or RightJoystick then
Input.GetAxis("Fire 1") != 0
is true. - When tapping LeftJoystick and RightJoystick simultaneously,
Input.GetAxis("Fire 2") != 0
is true.
Both is unexpected behavior.(?)
Now when I remove mouse 0, mouse 1 from the Input Axis definition, Input.GetAxis("Fire 1") != 0
and Input.GetAxis("Fire 2") != 0
work as expected, both statements remain false when using the Joystick.
In the default Joystick.js I can’t find where “mouse 0” and “mouse 1” are fired. Could someone point me in the right direction?