Returns object representing status of a specific touch. (Does not allocate temporary variables).
// Moves object according to finger movement on the screen
var speed : float = 0.1;
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);
}
}
// Instantiates a projectile whenever the user taps on the screen
var projectile : GameObject;
function Update () {
for (var i = 0; i < Input.touchCount; ++i) {
if (Input.GetTouch(i).phase == TouchPhase.Began) {
clone = Instantiate (projectile, transform.position, transform.rotation);
}
}
}
// Shoot a ray whenever the user taps on the screen
var particle : GameObject;
function Update () {
for (var i = 0; i < Input.touchCount; ++i) {
if (Input.GetTouch(i).phase == TouchPhase.Began) {
// Construct a ray from the current touch coordinates
var ray = Camera.main.ScreenPointToRay (Input.GetTouch(i).position);
if (Physics.Raycast (ray)) {
// Create a particle if hit
Instantiate (particle, transform.position, transform.rotation);
}
}
}
}