Version: 2022.3
LanguageEnglish
  • C#

Input.GetTouch

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Touch GetTouch(int index);

Parameters

index The touch input on the device screen.

Returns

Touch Touch details in the struct.

Description

Call Input.GetTouch to obtain a Touch struct.

Input.GetTouch returns Touch for a selected screen touch (for example, from a finger or stylus). Touch describes the screen touch. The index argument selects the screen touch.

Input.touchCount provides the current number of screen touches. If Input.touchCount is greater than zero, the GetTouch index sets which screen touch to check. Touch returns a struct with the screen touch details. Each extra screen touch uses an increasing Input.touchCount.

GetTouch returns a Touch struct. Use zero to obtain the first screen touch. As an example, Touch includes position in pixels.

No temporary variables are allocated.

using UnityEngine;
using System.Collections;
using UnityEngine.iOS;

// Input.GetTouch example. // // Attach to an origin based cube. // A screen touch moves the cube on an iPhone or iPad. // A second screen touch reduces the cube size.

public class ExampleClass : MonoBehaviour { private Vector3 position; private float width; private float height;

void Awake() { width = (float)Screen.width / 2.0f; height = (float)Screen.height / 2.0f;

// Position used for the cube. position = new Vector3(0.0f, 0.0f, 0.0f); }

void OnGUI() { // Compute a fontSize based on the size of the screen width. GUI.skin.label.fontSize = (int)(Screen.width / 25.0f);

GUI.Label(new Rect(20, 20, width, height * 0.25f), "x = " + position.x.ToString("f2") + ", y = " + position.y.ToString("f2")); }

void Update() { // Handle screen touches. if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0);

// Move the cube if the screen has the finger moving. if (touch.phase == TouchPhase.Moved) { Vector2 pos = touch.position; pos.x = (pos.x - width) / width; pos.y = (pos.y - height) / height; position = new Vector3(-pos.x, pos.y, 0.0f);

// Position the cube. transform.position = position; }

if (Input.touchCount == 2) { touch = Input.GetTouch(1);

if (touch.phase == TouchPhase.Began) { // Halve the size of the cube. transform.localScale = new Vector3(0.75f, 0.75f, 0.75f); }

if (touch.phase == TouchPhase.Ended) { // Restore the regular size of the cube. transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } } } } }

A second example:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject projectile; public GameObject clone;

void Update() { for (int i = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) { clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject; } } } }

A third example:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject particle; void Update() { for (int i = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) { // Construct a ray from the current touch coordinates Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position);

// Create a particle if hit if (Physics.Raycast(ray)) { Instantiate(particle, transform.position, transform.rotation); } } } } }