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diff --git a/Assets/Scripts/PlayerTouchController.cs b/Assets/Scripts/PlayerTouchController.cs
new file mode 100644
index 00000000..a5416149
--- /dev/null
+++ b/Assets/Scripts/PlayerTouchController.cs
@@ -0,0 +1,123 @@
+using UnityEngine;
+
+// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
+// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
+public class PlayerTouchController : MonoBehaviour
+{
+ public float moveSpeed = 5f;
+ public float stopDistance = 0.1f;
+
+ // If true and a Rigidbody/Rigidbody2D is present, movement will use physics MovePosition.
+ public bool useRigidbody = true;
+
+ Vector3 targetPosition;
+ bool hasTarget = false;
+
+ Rigidbody rb3d;
+ Rigidbody2D rb2d;
+
+ void Awake()
+ {
+ rb3d = GetComponent();
+ rb2d = GetComponent();
+ }
+
+ void Start()
+ {
+ // Initialize target to current position so object doesn't snap
+ targetPosition = transform.position;
+ hasTarget = false;
+ }
+
+ void Update()
+ {
+ HandleInput();
+ if (hasTarget)
+ {
+ MoveTowardsTarget();
+ }
+ }
+
+ void HandleInput()
+ {
+ // Touch input (mobile)
+ if (Input.touchCount > 0)
+ {
+ Touch t = Input.GetTouch(0);
+ if (t.phase == TouchPhase.Began || t.phase == TouchPhase.Moved || t.phase == TouchPhase.Stationary)
+ {
+ SetTargetFromScreenPoint(t.position);
+ }
+ }
+ else
+ {
+ // Mouse input for editor/testing
+ if (Input.GetMouseButton(0))
+ {
+ SetTargetFromScreenPoint(Input.mousePosition);
+ }
+ }
+ }
+
+ void SetTargetFromScreenPoint(Vector3 screenPoint)
+ {
+ Camera cam = Camera.main;
+ if (cam == null)
+ {
+ Debug.LogWarning("PlayerTouchController: No Camera.main found.");
+ return;
+ }
+
+ // Convert screen point to world point at the player's depth
+ Vector3 worldPoint = cam.ScreenToWorldPoint(new Vector3(screenPoint.x, screenPoint.y, cam.WorldToScreenPoint(transform.position).z));
+ // For 2D top-down games using orthographic camera, z will be player's z already.
+ targetPosition = worldPoint;
+ hasTarget = true;
+ }
+
+ void MoveTowardsTarget()
+ {
+ // Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform.
+ Vector3 current = transform.position;
+
+ // Create a target that preserves the movement plane (so we don't change vertical axis unexpectedly)
+ Vector3 planarTarget = targetPosition;
+
+ // If the camera is orthographic top-down (y is up), preserve y
+ // Heuristic: if camera forward is (0,-1,0) then y is up and we should preserve y
+ Camera cam = Camera.main;
+ if (cam != null && Vector3.Dot(cam.transform.forward, Vector3.down) > 0.5f)
+ {
+ planarTarget.y = current.y;
+ }
+ else
+ {
+ // Otherwise assume z is depth for 2D setups and preserve z
+ planarTarget.z = current.z;
+ }
+
+ float step = moveSpeed * Time.deltaTime;
+ Vector3 next = Vector3.MoveTowards(current, planarTarget, step);
+
+ // If using Rigidbody, move via physics when present
+ if (useRigidbody && rb2d != null)
+ {
+ rb2d.MovePosition(new Vector2(next.x, next.y));
+ transform.position = new Vector3(next.x, next.y, transform.position.z); // ensure transform matches
+ }
+ else if (useRigidbody && rb3d != null)
+ {
+ rb3d.MovePosition(next);
+ }
+ else
+ {
+ transform.position = next;
+ }
+
+ if (Vector3.Distance(transform.position, planarTarget) <= stopDistance)
+ {
+ hasTarget = false;
+ }
+ }
+}
+