title: How to jump character with using JoyStick in Mobile Touch Screen?
body: <p>I want to jump and move my character at the same with using just one Joystick. Is there any idea?</p>
  
  <p>In my joystick;</p>
  
  <ul>
  <li>Left key will allow character to move left.</li>
  <li>Right key will allow character to move right.</li>
  <li>Up key will allow character to <strong>JUMP</strong>.</li>
  </ul>
  
  <p>Currently, my character moves left and right easily with using CrossPlatformInput. But I want add a jump feature to the up-key of the joystick. I don't want to use any extra jump button.</p>
  
  <p><a href="https://i.stack.imgur.com/ZaO6Y.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/ZaO6Y.png" alt="enter image description here"></a></p>
  
  <p>Here is my codes for moving character</p>
  
  <pre><code> public class Platformer2DUserControl : MonoBehaviour
  {
      private PlatformerCharacter2D m_Character;
      private bool m_Jump;
  
  
      private void Awake()
      {
          m_Character = GetComponent&lt;PlatformerCharacter2D&gt;();
      }
  
  
      private void Update()
      {
          if (!m_Jump)
          {
              // Read the jump input in Update so button presses aren't missed.
              m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
          }
      }
  
  
      private void FixedUpdate()
      {
          // Read the inputs.
          bool crouch = Input.GetKey(KeyCode.LeftControl);
          float h = CrossPlatformInputManager.GetAxis("Horizontal");
          // Pass all parameters to the character control script.
          m_Character.Move(h, crouch, m_Jump);
          m_Jump = false;
      }
  }
  </code></pre>
  
  <p>And the other one;</p>
  
  <pre><code>    private void Awake()
      {
          // Setting up references.
          m_GroundCheck = transform.Find("GroundCheck");
          m_CeilingCheck = transform.Find("CeilingCheck");
          m_Anim = GetComponent&lt;Animator&gt;();
          m_Rigidbody2D = GetComponent&lt;Rigidbody2D&gt;();
          playerGraphics = transform.FindChild("Graphics");
          if (playerGraphics == null)
          {
              Debug.LogError("There is no 'Graphics' object as a child of the player");
          }
      }
  
  
      private void FixedUpdate()
      {
          bool wasGrounded = m_Grounded;
          m_Grounded = false;
  
          // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
          // This can be done using layers instead but Sample Assets will not overwrite your project settings.
          Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
          for (int i = 0; i &lt; colliders.Length; i++)
          {
              if (colliders[i].gameObject != gameObject)
                  m_Grounded = true;
          }
          m_Anim.SetBool("Ground", m_Grounded);
          // Set the vertical animation
          m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
      }
  
  
      public void Move(float move, bool crouch, bool jump)
      {
          // If crouching, check to see if the character can stand up
          if (!crouch &amp;&amp; m_Anim.GetBool("Crouch"))
          {
              // If the character has a ceiling preventing them from standing up, keep them crouching
              if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
              {
                  crouch = true;
              }
          }
  
          // Set whether or not the character is crouching in the animator
          m_Anim.SetBool("Crouch", crouch);
  
          //only control the player if grounded or airControl is turned on
          if (m_Grounded || m_AirControl)
          {
              // Reduce the speed if crouching by the crouchSpeed multiplier
              move = (crouch ? move * m_CrouchSpeed : move);
  
              // The Speed animator parameter is set to the absolute value of the horizontal input.
              m_Anim.SetFloat("Speed", Mathf.Abs(move));
  
              // Move the character
              m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);
  
              // If the input is moving the player right and the player is facing left...
              if (move &gt; 0 &amp;&amp; !m_FacingRight)
              {
                  // ... flip the player.
                  Flip();
              }
              // Otherwise if the input is moving the player left and the player is facing right...
              else if (move &lt; 0 &amp;&amp; m_FacingRight)
              {
                  // ... flip the player.
                  Flip();
              }
          }
          // If the player should jump...
          if (m_Grounded &amp;&amp; jump &amp;&amp; m_Anim.GetBool("Ground"))
          {
              // Add a vertical force to the player.
              m_Grounded = false;
              m_Anim.SetBool("Ground", false);
              m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
          }
      }
  
  
      private void Flip()
      {
          // Switch the way the player is labelled as facing.
          m_FacingRight = !m_FacingRight;
  
          // Multiply the player's x local scale by -1.
          Vector3 theScale = playerGraphics.localScale;
          theScale.x *= -1;
          playerGraphics.localScale = theScale;
      }
  }
  </code></pre>