title: Unity 2D player movement
body: <p>I had my unity movement working on my computer, however when i try to play on my android it is not moving for me at all. I am sure it is probably a small error i am overlooking but i would be very appreciative of any help! I do not get any errors when i try yo run my code if that is of any assistance! I will supply the code below:</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  //Adding this allows us to access members of the UI namespace including Text.
  using UnityEngine.UI;
  
  public class PlayerControler : MonoBehaviour {
  
      public Text countText;          //Store a reference to the UI Text component which will display the number of pickups collected.
      //public Text winText;          //Store a reference to the UI Text component which will display the 'You win' message.
      private double count;               //Integer to store the number of pickups collected so far.
  
  
      //Player movement controls
      private Vector3 touchPosition;  //where your finger touches screen
      private Vector3 direction;      //direction you drag sprite
      private Rigidbody2D rb2d;       //Store a reference to the Rigidbody2D component required to use 2D Physics.
      public float speed = 10f;               //Floating point variable to store the player's movement speed.
  
  
      // Use this for initialization
      void Start()
      {
          //Get and store a reference to the Rigidbody2D component so that we can access it.
          rb2d = GetComponent&lt;Rigidbody2D&gt; ();
  
          //Initialize count to zero.
          count = 0;
  
          //Initialze winText to a blank string since we haven't won yet at beginning.
          //winText.text = " "; //error here??
  
          //Call our SetCountText function which will update the text with the current value for count.
          //SetCountText ();
      }
  
      void Update()
      {
          if (Input.touchCount &gt; 0)
          {
              Touch touch = Input.GetTouch(0);
              touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
              touchPosition.z = 0;
              direction = (touchPosition - transform.position);
              rb2d.velocity = new Vector2(direction.x , direction.y) * speed;
  
              if(touch.phase == TouchPhase.Ended)
              {
                  rb2d.velocity = Vector2.zero;
              }
          }
      }
  
      //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
      void OnTriggerEnter2D(Collider2D other) 
      {
          //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
          if (other.gameObject.CompareTag ("PickUp")) 
          {
              //... then set the other object we just collided with to inactive.
              other.gameObject.SetActive(false);
  
              //Add one to the current value of our count variable.
              count = count + 1;
  
              //Update the currently displayed count by calling the SetCountText function.
              //SetCountText ();
          }
  
  
      }
  </code></pre>