
Assets > Import Package > CrossPlatformInput
- Add the prefab to the scene;
- Get the axis like the original Input Manager.
i.e.
using UnityStandardAssets.CrossPlatformInput;
...
//just like using Input Manager
x = CrossPlatformInputManager.GetAxis("Horizontal");
y = CrossPlatformInputManager.GetAxis("Vertical");
...
CrossPlatformInputManager.GetButtonDown("Jump");
P.S.
- The cross platform input is from the unity3d standard asses, make sure that you have already install it.
- More About It, Please Read CrossPlatformInputGuidelines in the package folder.
This is a different joystick, which support movement rotation and fire/jump input.
And it will release on assest store days later.
- Download And Import The Package
- Drag and drop the
ControlCanvasto the scene - Add
EventSystemto the scene too - It is done (There is a sample scene in the package, you can double click to open it.)
[Simple Joystick on Assest Store]((https://www.assetstore.unity3d.com/#!/content/59691), the assest package will be released days later.

- JoystickMove.instance. (H and V)
- JoystickRotate.instance. (H and V)
- JoystickFire.instance.Fire
void Update () {
transform.Translate(new Vector3(JoystickMove.instance.H,0f,JoystickMove.instance.V)*speed*Time.deltaTime);
transform.LookAt(transform.position+new Vector3(JoystickRotate.instance.H,0f,JoystickRotate.instance.V));
if(JoystickFire.instance.Fire){
Debug.Log("fire");
}
}// this is in the sample scene `CubeControl`

