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; } } }