Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Input.GetTouch

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Declaration

public static Touch GetTouch(int index);

Parameters

index The touch input on the device screen.

Returns

Touch Touch details in the struct.

Description

Call Input.GetTouch to obtain a Touch struct.

Note: This API is part of the legacy Input class, and not recommended for new projects. The documentation is provided here to support legacy projects that use the old Input Manager and Input class. For new projects you should use the newer and Input System Package. (read more).

Input.GetTouch returns Touch for a selected screen touch (for example, from a finger or stylus). Touch describes the screen touch. The index argument selects the screen touch.

Input.touchCount provides the current number of screen touches. If Input.touchCount is greater than zero, the GetTouch index sets which screen touch to check. Touch returns a struct with the screen touch details. Each extra screen touch uses an increasing Input.touchCount.

GetTouch returns a Touch struct. Use zero to obtain the first screen touch. As an example, Touch includes position in pixels.

No temporary variables are allocated.

using UnityEngine;
using System.Collections;
using UnityEngine.iOS;

// Input.GetTouch example. // // Attach to an origin based cube. // A screen touch moves the cube on an iPhone or iPad. // A second screen touch reduces the cube size.

public class ExampleClass : MonoBehaviour { private Vector3 position; private float width; private float height;

void Awake() { width = (float)Screen.width / 2.0f; height = (float)Screen.height / 2.0f;

// Position used for the cube. position = new Vector3(0.0f, 0.0f, 0.0f); }

void OnGUI() { // Compute a fontSize based on the size of the screen width. GUI.skin.label.fontSize = (int)(Screen.width / 25.0f);

GUI.Label(new Rect(20, 20, width, height * 0.25f), "x = " + position.x.ToString("f2") + ", y = " + position.y.ToString("f2")); }

void Update() { // Handle screen touches. if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0);

// Move the cube if the screen has the finger moving. if (touch.phase == TouchPhase.Moved) { Vector2 pos = touch.position; pos.x = (pos.x - width) / width; pos.y = (pos.y - height) / height; position = new Vector3(-pos.x, pos.y, 0.0f);

// Position the cube. transform.position = position; }

if (Input.touchCount == 2) { touch = Input.GetTouch(1);

if (touch.phase == TouchPhase.Began) { // Halve the size of the cube. transform.localScale = new Vector3(0.75f, 0.75f, 0.75f); }

if (touch.phase == TouchPhase.Ended) { // Restore the regular size of the cube. transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } } } } }

A second example:

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; } } } }

A third example:

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); } } } } }