Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseFor 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.
CloseReturns object representing status of a specific touch. (Does not allocate temporary variables).
GetTouch returns a Touch struct. As an example the Touch returned with the pressure.
#pragma strict public var speed: float = 0.1F; function Update() { if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { // Get movement of the finger since last frame var touchDeltaPosition: Vector2 = Input.GetTouch(0).deltaPosition; // Move object across XY plane transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float speed = 0.1F; void Update() { if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { // Get movement of the finger since last frame Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
// Move object across XY plane transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0); } } }
Another example:
#pragma strict public var projectile: GameObject; public var clone: GameObject; function Update() { for (var i: int = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject; } }
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; } } }
#pragma strict public var particle: GameObject; function Update() { for (var i: int = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) { // Construct a ray from the current touch coordinates var ray: Ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position); // Create a particle if hit if (Physics.Raycast(ray)) Instantiate(particle, transform.position, transform.rotation); } } }
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); } } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information