#Drag Touch Controls Are Clunky on Builds Using Touch Samples Code

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limpid locust
#

Hello all; I could use some help if possible.

I have a player controller I created based on the Unity's 1.3.0 input system package and its Touch Samples. It uses the OOB input manager and its OOB controller script modified to follow the pointer with a slight lag and perform some instantiate actions under certain conditions.

It works well enough in the editor most of the time, but it seems to get clunky on builds. Target platforms are Android and WebGL.

I originally had the PlayerController script attached to the player gameObject, but tried separating it and putting it on its own controller object. It did not seem to make a difference.

Any advice or questions?

limpid locust
limpid locust
#

Fixed it by changing the script to use Vector3.SmoothDamp instead of Vector3.Lerp for moving the player character.