FPS Controls for mobile devices View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2018.4.0 or later
Package size
3.1 MB
Files
19
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49
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FPS Controls for mobile devices

by Aleksa Racovic (opens in new tab)

5.0 / 5 · 8 ratings

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Price $4.99

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Last 6 months

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Price history for FPS Controls for mobile devices, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov

Asset preview

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FPS Controls for mobile devices screenshot 1

FPS Controls for mobile devices screenshot 1

About this asset

Test it here (WebGL)
Or download apk file and test it on your android device
This asset will provide you with FPS controls for mobile devices that is very easy to setup and use.
How to use it?
• Drag and drop “Joystick.prefab“ from “Prefab” folder into your scene.
• Add EventSystem to your project hierarchy (Right click inside project hierarchy – UI – EventSystem)
• Use “JoystickLeft.positionX” static variable inside your scripts to get left joysticks X axis value, use “JoystickLeft.positionY” to get Y axis value (you will get value from -1 to 1 for x and also from -1 to 1 for y axis).
*Example
Vector3 moveX = JoystickLeft.positionX * speed * transform.right;
Vector3 moveY = JoystickLeft.positionY * speed * transform.forward;
rigidbody.MovePosition(transform.position + moveX * Time.fixedDeltaTime + moveY * Time.fixedDeltaTime);
In case that your character doesn’t have rigidbody you can use this:
transform.position = transform.position + moveX * Time.fixedDeltaTime + moveY * Time.fixedDeltaTime;
- For rotation use JoystickRight.rotX and JoystickRight.rotY.
* Example
void Update() {
transform.rotation = Quaternion.Euler(JoystickRight.rotY, JoystickRight.rotX, 0);
}
• To detect if shot button is pressed you can use JoystickRight.shot static variable. It will return true when shot button is pressed and false when it is released.
• To detect if jump button is pressed use JoystickRight.jump. It will return true whan jump button is pressed and false when it is released.

From the publisher's Asset Store listing.