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;
void Start () {
}
void Update () {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump")moveDirection.y = jumpSpeed; } turner = Input.GetAxis ("Mouse X")* sensitivity; looker = -Input.GetAxis ("Mouse Y")* sensitivity; if(turner != 0){
Example 3: unity mobile touch input
void MobileController(){
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 {
public float moveSpeed = 300;
public GameObject character;
private Rigidbody2D characterBody;
private float ScreenWidth;
void Start () {
ScreenWidth = Screen.width;
characterBody = character.GetComponent<Rigidbody2D>();
}
void Update () {
int i = 0;
while (i < Input.touchCount) {
if (Input.GetTouch (i).position.x > ScreenWidth / 2) {
RunCharacter (1.0f);
}
if (Input.GetTouch (i).position.x < ScreenWidth / 2) {
RunCharacter (-1.0f);
}
++i;
}
}
void FixedUpdate(){
#if UNITY_EDITOR
RunCharacter(Input.GetAxis("Horizontal"));
#endif
}
private void RunCharacter(float horizontalInput){
characterBody.AddForce(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));