Could you verify that the same thing is happening in your case as it is for me? Watching your example mobile video, it seemed to be happening for you too, but it was hard to see because your character was mainly moving toward the left.



I will give you the exact details of what is happening in my case.



I have set the right joystick as the AttackJoystick. The problem is when I simply touch down my right thumb without purposefully dragging in a certain direction (because I want to fire the weapon but not change the facing direction), there is usually a tiny bit of drag to the left in my case. The joystick doesn't have a deadspot, so even the tiniest movement is registered as a full drag, and the player always spins to face left before starting to shoot.



The desired behavior upon touchdown would be to start shooting in whatever direction the character is currently facing (disregarding any tiny drag). Only upon dragging the mouse a significant distance in a desired direction should the player should rotate toward that direction.



Basically, the joystick needs to have a deadspot setting that disregards tiny drags as unintentional.



HOWEVER, the player also needs to start firing the weapon (in whatever direction the player is currently facing), even if the finger is within the deadspot.



In other words, the player's rotation should ignore any touch movement if it is within the deadspot. However, the weapon should start firing even if the touch movement is within the deadspot.



Look at the UAGK+Control Freak asset on the asset Store, or the Gun Bros 2 game on GooglePlay for other possible ways to handle this issue. Their shooting/control mechanics are nearly the same as your asset.



Hope this clarifies the issue. Please give me your thoughts. Thanks!

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