local touchPos uis.TouchMoved:Connect(function(touch, gp) if gp then return end touchPos = touch.Position print(touchPos) -- prints even when you're moving joystick end) game:GetService("RunService").RenderStepped:Connect(function() if not userIsOnMobile() then gyro.CFrame = CFrame.new(pp.Position, Vector3.new(mouse.Hit.p.X, pp.Position.Y, mouse.Hit.p.Z - 14.4)) else -- ?? end end)
When I use the same line of code for mobile users as I use for desktop users, the player doesn’t know which direction to face when they are moving as you can see by the video. I was thinking of using the TouchMoved event of UserInputService and sending a ray to the map to get the Vector3, however I quickly realised that gameProcessedEvent doesn’t include the virtual joystick, so I would have the same problem.
The only way I can think of that might make this work is creating my own movement system for mobile users using guis, but I have a feeling that would make no difference and I’d like to know if there’s a simpler option.