Legacy Documentation: Version 4.5.0

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Input.GetTouch

static function GetTouch(index: int): Touch;

Description

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); } }

Another example:

	// 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);
				}
			}
		}
	}