Returns object representing status of a specific touch. (Does not allocate temporary variables).
#pragma strict
public var speed = 0.1F;
function Update() {
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
// Get movement of the finger since last frame
var touchDeltaPosition = 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;
public var clone;
function Update() {
for (var i = 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 (var 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;
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);
// 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 (var 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); } } } }