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[Version 1.0.7] Fix for horizontal / vertical GetAxisRaw() bug
Home › Forums › Unity Assets Support › Virtual Joystick Pack › [Version 1.0.7] Fix for horizontal / vertical GetAxisRaw() bug
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October 8, 2024 at 10:47 pm #16006::
Hi everyone, we’ve found another bug for Version 1.0.7, thanks to Kaan Gul reporting it. There is an issue with
VirtualJoystick.GetAxisRaw("Horizontal", n)
andVirtualJoystick.GetAxisRaw("Vertical", n)
always reading input from the first joystick (i.e. ID of 0) in the scene, regardless of what value you put forn
in the 2nd argument.This was due to an oversight with the way
GetAxisRaw()
was coded. The static version calls the instance version, but the instance version calls the static version of theGetAxis()
function, because there is no instance version ofGetAxis()
. As the static version ofGetAxis()
always gets joystick 0 when no ID is specified, this was causingGetAxisRaw()
to always default to joystick 0.By adding an instance definition of
GetAxis()
(highlighted below), the problem will be fixed. Or you can update your Virtual Joystick to Version 1.0.8 and above.using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; using System; using System.Linq; namespace Terresquall { [System.Serializable] [RequireComponent(typeof(Image),typeof(RectTransform))] public class VirtualJoystick:MonoBehaviour { [Tooltip("The unique tooltip for this joystick. Needs to be unique.")] public int ID; public Image controlStick; [Header("Debug")] public bool consolePrintAxis = false; [Header("Settings")] public bool onlyOnMobile = true; public Color dragColor = new Color(0.9f,0.9f,0.9f,1f); //[Tooltip("Sets the joystick back to its original position once it is let go of")] public bool snapToOrigin = false; public float sensitivity = 2f; [Range(0,2)] public float radius = 0.7f; [Range(0,1)] public float deadzone = 0.3f; [Tooltip("Joystick automatically snaps to the edge when outside the deadzone.")] public bool edgeSnap; [Tooltip("Number of directions of the joystick. " + "\nKeep at 0 for a free joystick. " + "\nWorks best with multiples of 4")] [Range(0,20)] public int directions = 0; [Tooltip("Use this to adjust the angle that the directions are pointed towards.")] public float angleOffset = 0; [Tooltip("Snaps the joystick to wherever the finger is within a certain boundary.")] public bool snapsToTouch = false; public Rect boundaries; // Private variables. internal Vector2 desiredPosition, axis, origin, lastAxis; internal Color originalColor; // Stores the original color of the Joystick. int currentPointerId = -2; internal static readonly Dictionary<int, VirtualJoystick> instances = new Dictionary<int, VirtualJoystick>(); public const string VERSION = "1.0.6"; public const string DATE = "26 September 2024"; Vector2Int lastScreen; Canvas canvas; // Get an existing instance of a joystick. public static VirtualJoystick GetInstance(int id = 0) { // Display an error if an invalid ID is used. if(!instances.ContainsKey(id)) { // If used without any arguments, but no item has an ID of 0, // we get the first item in the dictionary. if(id == 0) { if(instances.Count > 0) { id = instances.Keys.First(); Debug.LogWarning($"You are reading Joystick input without specifying an ID, so joystick ID {id} is being used instead."); } else { Debug.LogError("There are no Virtual Joysticks in the Scene!"); return null; } } else { Debug.LogError($"Virtual Joystick ID '{id}' does not exist!"); return null; } } // If the code gets here, we can get and return an instance. return instances[id]; } // Gets us the number of active joysticks on the screen. public static int CountActiveInstances() { int count = 0; foreach(KeyValuePair<int,VirtualJoystick> j in instances) { if(j.Value.isActiveAndEnabled) count++; } return count; } public Vector2 GetAxisDelta() { return GetAxis() - lastAxis; } public static Vector2 GetAxisDelta(int id = 0) { // Show an error if no joysticks are found. if (instances.Count <= 0) { Debug.LogWarning("No instances of joysticks found on the Scene."); return Vector2.zero; } return GetInstance(id).GetAxisDelta(); } public Vector2 GetAxis() { return axis; } public float GetAxis(string axe) { switch (axe.ToLower()) { case "horizontal": case "h": case "x": return axis.x; case "vertical": case "v": case "y": return axis.y; } return 0; } public static float GetAxis(string axe, int id = 0) { // Show an error if no joysticks are found. if (instances.Count <= 0) { Debug.LogWarning("No instances of joysticks found on the Scene."); return 0; } return GetInstance(id).GetAxis(axe); } public static Vector2 GetAxis(int id = 0) { // Show an error if no joysticks are found. if (instances.Count <= 0) { Debug.LogWarning("No active instance of Virtual Joystick found on the Scene."); return Vector2.zero; } return GetInstance(id).axis; } public Vector2 GetAxisRaw() { return new Vector2( Mathf.Abs(axis.x) < deadzone || Mathf.Approximately(axis.x, 0) ? 0 : Mathf.Sign(axis.x), Mathf.Abs(axis.y) < deadzone || Mathf.Approximately(axis.y, 0) ? 0 : Mathf.Sign(axis.y) ); } public float GetAxisRaw(string axe) { float f = GetAxis(axe); if(Mathf.Abs(f) < deadzone || Mathf.Approximately(f, 0)) return 0; return Mathf.Sign(f); } public static float GetAxisRaw(string axe, int id = 0) { // Show an error if no joysticks are found. if (instances.Count <= 0) { Debug.LogWarning("No active instance of Virtual Joystick found on the Scene."); return 0; } return GetInstance(id).GetAxisRaw(axe); } public static Vector2 GetAxisRaw(int id = 0) { // Show an error if no joysticks are found. if (instances.Count <= 0) { Debug.LogWarning("No instances of joysticks found on the Scene."); return Vector2.zero; } return GetInstance(id).GetAxisRaw(); } // Get the radius of this joystick. public float GetRadius() { RectTransform t = transform as RectTransform; if(t) return radius * t.rect.width * 0.5f; return radius; } // What happens when we press down on the element. public void OnPointerDown(PointerEventData data) { currentPointerId = data.pointerId; SetPosition(data.position); controlStick.color = dragColor; } // What happens when we stop pressing down on the element. public void OnPointerUp(PointerEventData data) { desiredPosition = transform.position; controlStick.color = originalColor; currentPointerId = -2; //Snaps the joystick back to its original position /*if (snapToOrigin && (Vector2)transform.position != origin) { transform.position = origin; SetPosition(origin); }*/ } protected void SetPosition(Vector2 position) { // Gets the difference in position between where we want to be, // and the center of the joystick. Vector2 diff = position - (Vector2)transform.position; // Other variables needed for various functionalities. float radius = GetRadius(); bool snapToEdge = edgeSnap && (diff / radius).magnitude > deadzone; // If no directions to snap to, joystick moves freely. if(directions <= 0) { // If edge snap is on, it will always snap to the edge when outside of the deadzone. if(snapToEdge) { desiredPosition = (Vector2)transform.position + diff.normalized * radius; } else { // Clamp the desired position within the radius. desiredPosition = (Vector2)transform.position + Vector2.ClampMagnitude(diff,radius); } } else { // Calculate nearest snap directional vectors Vector2 snapDirection = SnapDirection(diff.normalized, directions, ((360f / directions) + angleOffset) * Mathf.Deg2Rad); // Do we snap to the edge outside of the deadzone? if(snapToEdge) { // Snap to the edge if we are beyond the deadzone. desiredPosition = (Vector2)transform.position + snapDirection * radius; } else { desiredPosition = (Vector2)transform.position + Vector2.ClampMagnitude(snapDirection * diff.magnitude, radius); } } } // Calculates nearest directional snap vector to the actual directional vector of the joystick private Vector2 SnapDirection(Vector2 vector,int directions,float symmetryAngle) { //Gets the line of symmetry between 2 snap directions Vector2 symmetryLine = new Vector2(Mathf.Cos(symmetryAngle),Mathf.Sin(symmetryAngle)); //Gets the angle between the joystick dir and the nearest snap dir float angle = Vector2.SignedAngle(symmetryLine,vector); // Divides the angle by the step size between directions, which is 180f / directions. // The result is that the angle is now expressed as a multiple of the step size between directions. angle /= 180f / directions; // Angle is then rounded to the nearest whole number so that it corresponds to one of the possible directions. angle = (angle >= 0f) ? Mathf.Floor(angle) : Mathf.Ceil(angle); // Checks if angle is odd if((int)Mathf.Abs(angle) % 2 == 1) { // Adds or subtracts 1 to ensure that angle is always even. angle += (angle >= 0f) ? 1 : -1; } // Scale angle back to original scale as we divided it too make a multiple before. angle *= 180f / directions; angle *= Mathf.Deg2Rad; // Gets directional vector nearest to the joystick dir with a magnitude of 1. // Then multiplies it by the magnitude of the joytick vector. Vector2 result = new Vector2(Mathf.Cos(angle + symmetryAngle),Mathf.Sin(angle + symmetryAngle)); result *= vector.magnitude; return result; } // Loops through children to find an appropriate component to put in. void Reset() { for(int i = 0;i < transform.childCount;i++) { // Once we find an appropriate Image component, abort. Image img = transform.GetChild(i).GetComponent<Image>(); if(img) { controlStick = img; break; } } } // Function for us to modify the bounds value in future. public Rect GetBounds() { if(!snapsToTouch) return new Rect(0,0,0,0); return new Rect(boundaries.x,boundaries.y,Screen.width * boundaries.width,Screen.height * boundaries.height); } void OnEnable() { // If we are not on mobile, and this is mobile only, disable. if(!Application.isMobilePlatform && onlyOnMobile) { gameObject.SetActive(false); Debug.Log($"Your Virtual Joystick \"{name}\" is disabled because Only On Mobile is checked, and you are not on a mobile platform or mobile emualation.", gameObject); return; } // Gets the Canvas that this joystick is on. canvas = GetComponentInParent<Canvas>(); if(!canvas) { Debug.LogError( $"Your Virtual Joystick \"{name})\" is not attached to a Canvas, so it won't work. It has been disabled.", gameObject ); enabled = false; } // If the old input system does not exist, print an error message. try { Vector2 v = Input.mousePosition; } catch(System.InvalidOperationException) { enabled = false; Debug.LogError("The Virtual Joystick will not work because the old Input system is not available. Please enable it by going to Project Settings > Player > Other Settings > Active Input Handling and setting it to Both.", this); } origin = desiredPosition = transform.position; StartCoroutine(Activate()); originalColor = controlStick.color; // Record the screen's attributes so we can detect changes to screen size, // such a phone changing orientations. lastScreen = new Vector2Int(Screen.width,Screen.height); // Add this instance to the List. if(!instances.ContainsKey(ID)) instances.Add(ID, this); else Debug.LogWarning("You have multiple Virtual Joysticks with the same ID on the Scene! You may not be able to retrieve input from some of them.", this); } // Added in Version 1.0.2. // Resets the position of the joystick again 1 frame after the game starts. // This is because the Canvas gets rescaled after the game starts, and this affects // how the position is calculated. IEnumerator Activate() { yield return new WaitForEndOfFrame(); origin = desiredPosition = transform.position; } void OnDisable() { if(instances.ContainsKey(ID)) instances.Remove(ID); else Debug.LogWarning("Unable to remove disabled joystick from the global Virtual Joystick list. You may have changed the ID of your joystick on runtime.", this); } void Update() { PositionUpdate(); // If the screen has changed, reset the joystick. if(lastScreen.x != Screen.width || lastScreen.y != Screen.height) { lastScreen = new Vector2Int(Screen.width,Screen.height); OnEnable(); } // If the currentPointerId > -2, we are being dragged. if(currentPointerId > -2) { // If this is more than -1, the Joystick is manipulated by touch. if(currentPointerId > -1) { // We need to loop through all touches to find the one we want. for(int i = 0;i < Input.touchCount;i++) { Touch t = Input.GetTouch(i); if(t.fingerId == currentPointerId) { SetPosition(t.position); break; } } } else { // Otherwise, we are being manipulated by the mouse position. SetPosition(Input.mousePosition); } } // Record the last axis value before we update. // For calculating GetAxisDelta(). lastAxis = axis; // Update the position of the joystick. controlStick.transform.position = Vector2.MoveTowards(controlStick.transform.position,desiredPosition,sensitivity); // If the joystick is moved less than the dead zone amount, it won't register. axis = (controlStick.transform.position - transform.position) / GetRadius(); if(axis.magnitude < deadzone) axis = Vector2.zero; // If a joystick is toggled and we are debugging, output to console. if(axis.sqrMagnitude > 0) { string output = string.Format("Virtual Joystick ({0}): {1}",name,axis); if(consolePrintAxis) Debug.Log(output); } } // Takes the mouse's or finger's position and registers OnPointerDown() // if the position hits any part of our Joystick. void CheckForInteraction(Vector2 position, int pointerId = -1) { // Create PointerEventData PointerEventData data = new PointerEventData(null); data.position = position; data.pointerId = pointerId; // Perform raycast using GraphicRaycaster attached to the Canvas List<RaycastResult> results = new List<RaycastResult>(); GraphicRaycaster raycaster = canvas.GetComponent<GraphicRaycaster>(); raycaster.Raycast(data, results); // Go through the results, and compare it to foreach (RaycastResult result in results) { // Check if the hit GameObject is the control stick or one of its children if (IsGameObjectOrChild(result.gameObject, gameObject)) { // Start dragging the joystick OnPointerDown(data); break; } } } // Utility method to check if <hitObject> is <target> or its children. // Used by CheckForInteraction(). bool IsGameObjectOrChild(GameObject hitObject, GameObject target) { if (hitObject == target) return true; foreach (Transform child in target.transform) if (IsGameObjectOrChild(hitObject, child.gameObject)) return true; return false; } void PositionUpdate() { // Handle the joystick interaction on Touch. if(Input.touchCount > 0) { // Also detect touch events too. for(int i = 0;i < Input.touchCount;i++) { Touch t = Input.GetTouch(i); switch(t.phase) { case TouchPhase.Began: CheckForInteraction(t.position,t.fingerId); // If currentPointerId < -1, it means this is the first frame we were // clicked on. Check if we need to Uproot(). if(currentPointerId < -1) { if(GetBounds().Contains(t.position)) { Uproot(t.position,t.fingerId); return; } } break; case TouchPhase.Ended: case TouchPhase.Canceled: if(currentPointerId == t.fingerId) OnPointerUp(new PointerEventData(null)); break; } } } else if(Input.GetMouseButtonDown(0)) { // Checks if our Joystick is being clicked on. CheckForInteraction(Input.mousePosition, -1); // If currentPointerId < -1, it means this is the first frame we were // clicked on. Check if we need to Uproot(). if(currentPointerId < -1) { if(GetBounds().Contains(Input.mousePosition)) { Uproot(Input.mousePosition); } } } // Trigger OnPointerUp() when we release the button. if(Input.GetMouseButtonUp(0) && currentPointerId == -1) { OnPointerUp(new PointerEventData(null)); } } // Roots the joystick to a new position. public void Uproot(Vector2 newPos,int newPointerId = -1) { // Don't move the joystick if we are not tapping too far from it. if(Vector2.Distance(transform.position,newPos) < radius) return; // Otherwise move the virtual joystick to where we clicked. transform.position = newPos; desiredPosition = transform.position; // Artificially trigger the drag event. PointerEventData data = new PointerEventData(EventSystem.current); data.position = newPos; data.pointerId = newPointerId; OnPointerDown(data); } } }
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