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Question by Tendou_Realm · May 30 at 03:40 PM · androiduijoystickorientation

Joystick and character not matching up

Hey,

I have an issue where my joystick and character directions do not match, i think it might be because the character rotation is assuming portrait mode but the joystick is working on landscape IE

If i press up (landscape, joypad) the character moves in the correct direction but he is facing up (portrait )

I then flip the screen into portrait mode and when i press up on the joystick, the character moves in the correct direction but he is now facing up as if its landscape mode!

I think i need to adjust my code so that there is a 90 degree rotation in it so that forward on the joystick and character match but i have no idea, been at this for about 8 hours now, heres the code i've got (I've tried my best to limit this to just what is being used for the joystick) It's a birds eye view, character should be able to turn 360 degrees and always facing the same as the joystick;

Thanks for any help!

 using UnityEngine;
 using UnityEngine.EventSystems;
 using System.Collections;
 using System.Linq;
 using UnityEngine.SceneManagement;
 
 public class PlayerManager : MonoBehaviour{
     protected Joystick joystick;
     public enum ControlType {
     mouseCtrl,
     touchCtrl,
     keyboardCtrl,
         accelerometerCtrl,
         joystickCtrl,
     }
 
 void Start (){
         joystick = FindObjectOfType<Joystick>();
     }
 
 void Update (){
         if(!halt) {
              if(controlMode == ControlType.mouseCtrl || controlMode == ControlType.touchCtrl) {             
                  touchInputManager();                     
              }else if(controlMode == ControlType.accelerometerCtrl) {
                 accelerometerInputManager();
             }else if(controlMode == ControlType.keyboardCtrl) {             
                  keyboardInputManager();                     
              }else if (controlMode == ControlType.joystickCtrl){
                 joystickInputManager();
             }
         }
     }
 private float turnSpeed = 180;
 private float moveSpeed = 3;
 
 void joystickInputManager()
     {
         var rigidbody = GetComponent<Rigidbody>();
         rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
         
         //this.transform.rotation = Quaternion.LookRotation(joystick.Horizontal * Vector3.right, Vector3.up);
         float inputZ = joystick.Horizontal;
         float inputX = joystick.Vertical;
 
         Vector3 lookDirection = new Vector3(inputX, 0, inputZ);
         Quaternion lookRotation = Quaternion.LookRotation(lookDirection, Vector3.up);
 
         float step = turnSpeed * Time.deltaTime;
         transform.rotation = Quaternion.RotateTowards(lookRotation, transform.rotation, step);
         rigidbody.velocity = new Vector3(joystick.Horizontal * moveSpeed + Input.GetAxis("Horizontal") * moveSpeed, rigidbody.velocity.y, joystick.Vertical * moveSpeed + Input.GetAxis("Vertical") * moveSpeed);
     }
 }

, the character is always 90 degrees out of the direction im aiming for, IE if i want to go up, the character moves forward but the character is facing

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Answer by Tendou_Realm · May 30 at 05:20 PM

Hey Everyone,

I went out for a walk got some nice fresh air and came back to this, to sort my issue i just changed this line here

          Vector3 lookDirection = new Vector3(inputX, 0, inputZ);

To this

 Vector3 lookDirection = new Vector3(inputZ, 0, inputX);

Good 8 hours on this trying to figure it out, tons and tons of youtube videos, etc and i just had to swap them about, seams so obvious now!

hah, Thanks!

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