Mobile Touch Input Joystick in Unity
To make a controllable character in a mobile game, one must add buttons visually represented on the screen and responsive to the touch input.
In this tutorial, I will show how to create a joystick-like button in Unity, which is primarily suitable for movement control on touchscreen phones.
You can also use the example below to add more buttons and joysticks. So let's begin!
Step 1: Create All The necessary Scripts
- Create two C# scripts using the source code below
MobileJoystick_UI.cs
using UnityEngine;
using UnityEngine.UI;
public class MobileJoystick_UI : MonoBehaviour
{
//Mobile controller graphics
public Sprite navigationCircle;
public Sprite navigationButton;
//Use this in your movement script for the input control
public Vector2 moveDirection;
//Joystick components size
int circleSize = 120;
int buttonSize = 100;
//How far the joystick should be placed from the side of the screen
int marginLeft = 100;
//How far the joystick should be placed from the bottom of the screen
int marginBottom = 100;
Canvas mainCanvas;
//Mobile movement
[System.Serializable]
public class JoystickButton
{
public Image backgroundCircle;
public Image mainButton;
public Rect defaultArea;
public Vector2 touchOffset;
public Vector2 currentTouchPos;
public int touchID;
public bool isActive = false;
}
//Move joystick data
JoystickButton moveTouch = new JoystickButton();
public static MobileJoystick_UI instance;
// Start is called before the first frame update
void Start()
{
if (instance != null)
{
//There is another instance already present, remove this one
Destroy(gameObject);
return;
}
//Assign this instance to a static variable so you can access the movement direction directly at MobileJoystick_UI.instance.moveDirection
instance = this;
//This function will initialize canvas element along with the joystick button
GameObject tmpObj = new GameObject("Canvas");
tmpObj.transform.position = Vector3.zero;
mainCanvas = tmpObj.AddComponent<Canvas>();
mainCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
mainCanvas.pixelPerfect = true;
//Add Canvas Scaler component
CanvasScaler canvasScaled = tmpObj.AddComponent<CanvasScaler>();
canvasScaled.scaleFactor = 1;
canvasScaled.referencePixelsPerUnit = 100;
//Add Graphic Raycaster element
tmpObj.AddComponent<GraphicRaycaster>();
//Setup navigation background
GameObject cntrlTmpObj = new GameObject("Movement Circle");
cntrlTmpObj.transform.position = Vector3.zero;
cntrlTmpObj.transform.parent = tmpObj.transform;
moveTouch.backgroundCircle = cntrlTmpObj.AddComponent<Image>();
moveTouch.backgroundCircle.sprite = navigationCircle;
moveTouch.backgroundCircle.rectTransform.anchorMin = new Vector2(0, 0);
moveTouch.backgroundCircle.rectTransform.anchorMax = new Vector2(0, 0);
moveTouch.backgroundCircle.rectTransform.sizeDelta = new Vector2(circleSize, circleSize);
moveTouch.backgroundCircle.rectTransform.pivot = new Vector2(0, 0);
moveTouch.backgroundCircle.rectTransform.position = new Vector3(marginLeft, marginBottom, 0);
//Navigation button
cntrlTmpObj = new GameObject("Movement Button");
cntrlTmpObj.transform.position = Vector3.zero;
cntrlTmpObj.transform.parent = tmpObj.transform;
moveTouch.mainButton = cntrlTmpObj.AddComponent<Image>();
moveTouch.mainButton.sprite = navigationButton;
moveTouch.mainButton.rectTransform.anchorMin = new Vector2(0, 0);
moveTouch.mainButton.rectTransform.anchorMax = new Vector2(0, 0);
moveTouch.mainButton.rectTransform.sizeDelta = new Vector2(buttonSize, buttonSize);
moveTouch.mainButton.rectTransform.pivot = new Vector2(0, 0);
moveTouch.mainButton.rectTransform.position = new Vector3(marginLeft + (circleSize - buttonSize) / 2, marginBottom + (circleSize - buttonSize) / 2, 0);
//Save the default location of the joystick button to be used later for input detection
moveTouch.defaultArea = new Rect(moveTouch.mainButton.rectTransform.position.x,
moveTouch.mainButton.rectTransform.position.y,
moveTouch.mainButton.rectTransform.sizeDelta.x,
moveTouch.mainButton.rectTransform.sizeDelta.y);
}
// Update is called once per frame
void Update()
{
//Handle joystick movement
#if (UNITY_ANDROID || UNITY_IOS || UNITY_WP8 || UNITY_WP8_1) && !UNITY_EDITOR
//Mobile touch input
for (var i = 0; i < Input.touchCount; ++i)
{
Touch touch = Input.GetTouch(i);
if (touch.phase == TouchPhase.Began)
{
MobileButtonsCheck(new Vector2(touch.position.x, Screen.height - touch.position.y), touch.fingerId);
}
if (touch.phase == TouchPhase.Moved )
{
if(moveTouch.isActive && moveTouch.touchID == touch.fingerId)
{
moveTouch.currentTouchPos = touch.position;
}
}
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
MobileButtonStop(touch.fingerId);
}
}
#else
//Desktop mouse input for editor testing
if (Input.GetMouseButtonDown(0))
{
MobileButtonsCheck(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y), -1);
}
if (Input.GetMouseButtonUp(0))
{
MobileButtonStop(-1);
}
moveTouch.currentTouchPos = Input.mousePosition;
#endif
//Moving
if (moveTouch.isActive)
{
moveTouch.mainButton.rectTransform.position = new Vector3(moveTouch.currentTouchPos.x - moveTouch.touchOffset.x, moveTouch.currentTouchPos.y - moveTouch.touchOffset.y);
moveDirection.x = moveTouch.mainButton.rectTransform.position.x - moveTouch.defaultArea.x;
moveDirection.y = moveTouch.mainButton.rectTransform.position.y - moveTouch.defaultArea.y;
if (Mathf.Abs(moveDirection.x) < 19)
{
moveDirection.x = 0;
}
else
{
moveDirection.x = Mathf.Clamp(moveDirection.x / 75.000f, -1.000f, 1.000f);
}
if (Mathf.Abs(moveDirection.y) < 19)
{
moveDirection.y = 0;
}
else
{
moveDirection.y = Mathf.Clamp(moveDirection.y / 75.000f, -1.000f, 1.000f);
}
}
else
{
moveTouch.mainButton.rectTransform.position = new Vector3(moveTouch.defaultArea.x, moveTouch.defaultArea.y);
moveDirection = Vector2.zero;
}
}
//Here we check if the clicked/tapped position is inside the joystick button
void MobileButtonsCheck(Vector2 touchPos, int touchID)
{
//Move controller
if (moveTouch.defaultArea.Contains(new Vector2(touchPos.x, Screen.height - touchPos.y)) && !moveTouch.isActive)
{
moveTouch.isActive = true;
moveTouch.touchOffset = new Vector2(touchPos.x - moveTouch.defaultArea.x, Screen.height - touchPos.y - moveTouch.defaultArea.y);
moveTouch.currentTouchPos = new Vector2(touchPos.x, Screen.height - touchPos.y);
moveTouch.touchID = touchID;
}
}
//Here we release the previously active joystick if we release the mouse button/finger from the screen
void MobileButtonStop(int touchID)
{
if (moveTouch.isActive && moveTouch.touchID == touchID)
{
moveTouch.isActive = false;
moveTouch.touchOffset = Vector2.zero;
moveTouch.touchID = -1;
}
}
}
TouchPlayerController.cs
using UnityEngine;
public class TouchPlayerController : MonoBehaviour
{
// Update is called once per frame
void Update()
{
//Move Front/Back
if (MobileJoystick_UI.instance.moveDirection.y != 0)
{
transform.Translate(transform.forward * Time.deltaTime * 2.45f * MobileJoystick_UI.instance.moveDirection.y, Space.World);
}
//Rotate Left/Right
if (MobileJoystick_UI.instance.moveDirection.x != 0)
{
transform.Rotate(new Vector3(0, 14, 0) * Time.deltaTime * 4.5f * MobileJoystick_UI.instance.moveDirection.x, Space.Self);
}
}
}
Step 2: Set up a Simple Scene Using The Scripts Above
- Create new Scene
- Create a new GameObject and call it '_TouchInput'
- Attach MobileJoystick_UI script to it
- Assign 'Navigation Circle' and 'Navigation button' variables.
You can use the sprites below or click here:
- After importing them to Unity, make sure to change the Texture type to 'Sprite (2D and UI)'
Step 3: Setup The Player Instance
Lastly, we set up the player instance (In my case it will be a simple GameObject with a Cylinder inside it):
- Create a new GameObject and call it 'MobilePlayer'
- Attach the TouchPlayerController script to it
- Create a new Cylinder and scale its height down until it looks almost flat (In my case the scale is (x: 1 y: 0.0142 z: 1))
- Move the Cylinder inside the 'MobilePlayer' GameObject
- For testing purposes, you can also move the Main Camera inside the 'MobilePlayer' and rotate it so it's pointed at the player like this:
Now it's time to press Play and see if everything works Ok.
Everything works as expected! The player is controlled by moving the joystick button around.
The MobileJoystick_UI script supports both mobile touch input and a mouse click (if you play in the editor).