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Mobile joystick movement and aiming (Rotation)

Discussion in 'Scripting' started by alarm656, Jun 15, 2014.

  1. alarm656

    alarm656

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    Hello, Is there any tip how to improve Left joystick movement and right joystick rotation(left/right, Up/Down)? currently I'm using standard mobile assets. Dragged FPS prefab to the scene, attached arm and weapon to under the FPS prefab's main camera, added weapon camera under the fps prefab's main camera. Fixed all camera clippings. Now I'm testing via iOS remote but my movement and rotation is very ugly(((. Doesn't looks like realistic. Looks like that you're walking under the deep water))). There are no legs attached to the prefab so there are no run or walk animations. I have played other FPS games which has made with unity (ShadowGun TPS) and with other engines, their movement and rotation, gun aiming is amazing. Why mine is bad((( So please, help me to get more realistic movement and gun aiming please. It's very important to me.
    I think I put my question to the wrong sector but I even don't know in what sector I have to put(((
     
  2. jister

    jister

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    did you scale anything up?
    often unexpected slow movement is a result of physics, because you made a gaint of your character...
     
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  3. jister

    jister

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    I take it the like means i was right?
     
    Last edited: Jun 15, 2014
  4. alarm656

    alarm656

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    Thank you for your reply. Maybe yes, I have several times changed sized of "Arm", "weapons" models to get same size and to get properly attachments. in Model size from Scale factor 0.01 to 0.016, from prefab Scale from 1 to 0.35. I'm thinking about to buy this asset: https://www.assetstore.unity3d.com/en/#!/content/12714
    I'm totally new to understand and learn by learning asset packages. What do you think?
     
  5. jister

    jister

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    making a robust FPS controller is quite easy...
    I always prefer expanding skill and knowledge, so i never buy something on the asset store to overcome a problem...

    Unity 1unit=1meter, just model your arm/gun in real world size and it will be fine. if you want to change scale do it in the fbx importer not with the scale of your gameObject. if you have doubts about the size in Unity put a cube next to it. a cube is 1mx1mx1m.
     
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  6. alarm656

    alarm656

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    I would like to show you the screens. let me put it into drop box please
     
  7. alarm656

    alarm656

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    https://www.dropbox.com/s/57k01tzwaszv4uy/ScreenShot 14_06_15_18_48_15.png
    https://www.dropbox.com/s/65l2scisaav9bp8/ScreenShot 14_06_15_18_48_40.png
    https://www.dropbox.com/s/3qyqzzv6gnudw4h/ScreenShot 14_06_15_18_49_04.png
     
  8. jister

    jister

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    well its hard to see how it behaves.
    do a web build?
     
  9. alarm656

    alarm656

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    Web build is "Google Native Client"? Can you control with joysticks if i build web?
     
  10. jister

    jister

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    no it's webplayer... and i dunno depends on how you coded the joystick...
     
  11. alarm656

    alarm656

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    The joystick a standart unity.
     
  12. jister

    jister

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    if you share the project I can have a look if you want...