unity 3d mobile movement code example

Example 1: 3d movement unity

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

public class ThirdPersonMovement : MonoBehaviour
{

   



 public CharacterController controller;
    public Transform cam;


    public float speed = 6f;


    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;   




    void Update()
    {

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {

            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                       
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
        
        
        }

    }
}

Example 2: 3d movement unity

using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class playerMovement : MonoBehaviour {     
 public float speed = 25.0F;     
 public float jumpSpeed = 8.0F;      
 public float gravity = 20.0F;     
 private Vector3 moveDirection = Vector3.zero;
 private float turner;     
 private float looker;     
 public float sensitivity = 5;         
 // Use this for initialization     
 void Start () {              
 
 }          
 // Update is called once per frame     
 void Update () {         
      CharacterController controller = GetComponent<CharacterController>();
      // is the controller on the ground?         
      if (controller.isGrounded) {             
      //Feed moveDirection with input.             
      moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
      moveDirection = transform.TransformDirection(moveDirection);
      //Multiply it by speed.
      moveDirection *= speed;
      //Jumping
      if (Input.GetButton("Jump")moveDirection.y = jumpSpeed;                      }         turner = Input.GetAxis ("Mouse X")* sensitivity;         looker = -Input.GetAxis ("Mouse Y")* sensitivity;         if(turner != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (0,turner,0);         }         if(looker != 0){             //Code for action on mouse moving right             transform.eulerAngles += new Vector3 (looker,0,0);         }         //Applying gravity to the controller         moveDirection.y -= gravity * Time.deltaTime;         //Making the character move         controller.Move(moveDirection * Time.deltaTime);     } }

Example 3: unity mobile touch input

// its a simple jump on tap and while tap controller
// for a geometry dash like game
void MobileController(){
        // for the touch movement
        if (Input.touchCount > 0)
        {
	        theTouch = Input.GetTouch(0);

	        if ((theTouch.phase == TouchPhase.Began || theTouch.phase == TouchPhase.Stationary 
            || theTouch.phase == TouchPhase.Moved) && isGrounded)
        	{
	        	myRigidbody.AddForce(Vector3.up * (jumpPower * myRigidbody.mass * myRigidbody.gravityScale * 10.0f));
                myAudioPlayer.PlayOneShot(jump);
                isGrounded = false;
        	}
        }
    }

Example 4: if we control the player with mouse in unity will it work in mobile

using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour {
	//variables
	public float moveSpeed = 300;
	public GameObject character;

	private Rigidbody2D characterBody;
	private float ScreenWidth;


	// Use this for initialization
	void Start () {
		ScreenWidth = Screen.width;
		characterBody = character.GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update () {
		int i = 0;
		//loop over every touch found
		while (i < Input.touchCount) {
			if (Input.GetTouch (i).position.x > ScreenWidth / 2) {
				//move right
				RunCharacter (1.0f);
			}
			if (Input.GetTouch (i).position.x < ScreenWidth / 2) {
				//move left
				RunCharacter (-1.0f);
			}
			++i;
		}
	}
	void FixedUpdate(){
		#if UNITY_EDITOR
		RunCharacter(Input.GetAxis("Horizontal"));
		#endif
	}

	private void RunCharacter(float horizontalInput){
		//move player
		characterBody.AddForce(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));