unity mobile input field takes button control code example

Example 1: unity mobile controls

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour {
	//variables
	public float moveSpeed = 300;
	public GameObject character;

	private Rigidbody2D characterBody;
	private float ScreenWidth;


	// Use this for initialization
	void Start () {
		ScreenWidth = Screen.width;
		characterBody = character.GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update () {
		int i = 0;
		//loop over every touch found
		while (i < Input.touchCount) {
			if (Input.GetTouch (i).position.x > ScreenWidth / 2) {
				//move right
				RunCharacter (1.0f);
			}
			if (Input.GetTouch (i).position.x < ScreenWidth / 2) {
				//move left
				RunCharacter (-1.0f);
			}
			++i;
		}
	}
	void FixedUpdate(){
		#if UNITY_EDITOR
		RunCharacter(Input.GetAxis("Horizontal"));
		#endif
	}

	private void RunCharacter(float horizontalInput){
		//move player
		characterBody.AddForce(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));

	}
}

Example 2: unity mobile touch input

// its a simple jump on tap and while tap controller
// for a geometry dash like game
void MobileController(){
        // for the touch movement
        if (Input.touchCount > 0)
        {
	        theTouch = Input.GetTouch(0);

	        if ((theTouch.phase == TouchPhase.Began || theTouch.phase == TouchPhase.Stationary 
            || theTouch.phase == TouchPhase.Moved) && isGrounded)
        	{
	        	myRigidbody.AddForce(Vector3.up * (jumpPower * myRigidbody.mass * myRigidbody.gravityScale * 10.0f));
                myAudioPlayer.PlayOneShot(jump);
                isGrounded = false;
        	}
        }
    }