I had my unity movement working on my computer, however when i try to play on my android it is not moving for me at all. I am sure it is probably a small error i am overlooking but i would be very appreciative of any help! I do not get any errors when i try yo run my code if that is of any assistance! I will supply the code below:
using UnityEngine;
using System.Collections;
//Adding this allows us to access members of the UI namespace including Text.
using UnityEngine.UI;
public class PlayerControler : MonoBehaviour {
public Text countText; //Store a reference to the UI Text component which will display the number of pickups collected.
//public Text winText; //Store a reference to the UI Text component which will display the 'You win' message.
private double count; //Integer to store the number of pickups collected so far.
//Player movement controls
private Vector3 touchPosition; //where your finger touches screen
private Vector3 direction; //direction you drag sprite
private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics.
public float speed = 10f; //Floating point variable to store the player's movement speed.
// Use this for initialization
void Start()
{
//Get and store a reference to the Rigidbody2D component so that we can access it.
rb2d = GetComponent<Rigidbody2D> ();
//Initialize count to zero.
count = 0;
//Initialze winText to a blank string since we haven't won yet at beginning.
//winText.text = " "; //error here??
//Call our SetCountText function which will update the text with the current value for count.
//SetCountText ();
}
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
touchPosition.z = 0;
direction = (touchPosition - transform.position);
rb2d.velocity = new Vector2(direction.x , direction.y) * speed;
if(touch.phase == TouchPhase.Ended)
{
rb2d.velocity = Vector2.zero;
}
}
}
//OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
void OnTriggerEnter2D(Collider2D other)
{
//Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
if (other.gameObject.CompareTag ("PickUp"))
{
//... then set the other object we just collided with to inactive.
other.gameObject.SetActive(false);
//Add one to the current value of our count variable.
count = count + 1;
//Update the currently displayed count by calling the SetCountText function.
//SetCountText ();
}
}