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); } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public float speed = 0.1F; void Update() { if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition; transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public speed as float = 0.1F def Update() as void: if (Input.touchCount > 0) and (Input.GetTouch(0).phase == TouchPhase.Moved): touchDeltaPosition as Vector2 = Input.GetTouch(0).deltaPosition 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); } } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public GameObject projectile; void Update() { int i = 0; while (i < Input.touchCount) { if (Input.GetTouch(i).phase == TouchPhase.Began) clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject; ++i; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public projectile as GameObject def Update() as void: i as int = 0 while i < Input.touchCount: if Input.GetTouch(i).phase == TouchPhase.Began: clone = (Instantiate(projectile, transform.position, transform.rotation) as GameObject) ++i
// 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); } } } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public GameObject particle; void Update() { int i = 0; while (i < Input.touchCount) { if (Input.GetTouch(i).phase == TouchPhase.Began) { Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position); if (Physics.Raycast(ray)) Instantiate(particle, transform.position, transform.rotation) as GameObject; } ++i; } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public particle as GameObject def Update() as void: i as int = 0 while i < Input.touchCount: if Input.GetTouch(i).phase == TouchPhase.Began: ray as Ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position) if Physics.Raycast(ray): (Instantiate(particle, transform.position, transform.rotation) as GameObject) ++i