Virtual Joystick Pack
Terresquall
$0.0
Date |
Price |
---|---|
Date |
Price($) |
02/27(2024) |
0.0 |
11/25(2024) |
0.0 |
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Need an on-screen joystick for your mobile or tablet-based game? Drag one of the virtual joystick prefabs in this package onto your Canvas and it will be ready-to-use.Does not currently work with Unity's UI Toolkit. Compatibility will be implemented in the future.NOTICE (8 October 2024): If you are running into issues when using GetAxisRaw() with multiple joysticks, please update this asset pack to Version 1.0.8 to fix this issue.This package includes 11 different joystick prefabs to choose from. Drag these prefabs onto your Canvas, and they will be ready to use. The joystick inputs bind easily to your game logic, and multiple joysticks are supported.This asset is compatible with mobile devices and mobile platforms.Assets (x11):Native Joystick (Black), Native Joystick (White), Native Joystick (Blue), Native Joystick (Red), Split Joystick (White), Split Joystick (Grey), Split Joystick (Black), Horizontal Joystick (White), Horizontal Joystick (Black), Horizontal Joystick (Blue), Horizontal Joystick (Red)Compatibility:This project is compatible with all render pipelines.Support:If you need any help regarding this asset, post your questions here: https://blog.terresquall.com/community/forum/unity-assets-support/virtual-joystick-pack/This asset pack should take less than 5 minutes to set up. To do so:Drag a joystick prefab onto your Scene's Canvas.Use VirtualJoystick.GetAxis("Horizontal") or VirtualJoystick.GetAxis("Vertical") wherever you want to retrieve input data from the joystick.Multiple joysticks are supported, though some set-up is required for that. There are many other settings that you can configure to set up the joystick the way you want. For more details on these settings and configurations, see our online guide for the asset here: https://www.terresquall.com/games/virtual-joystick-pack-guide/This package is not compatible with Unity's new Input system. If you are using it in your project, you will have to make sure that both the old and the new Input systems are enabled by going to Project Settings > Player > Other Settings > Active Input Handling and setting it to Both.