Returns object representing status of a specific touch. (Does not allocate temporary variables).
GetTouch returns a Touch struct. As an example the Touch returned with the pressure.
#pragma strict public var speed: float = 0.1F; 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 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: GameObject; public var clone: GameObject; function Update() { for (var i: int = 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 (int 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: GameObject; function Update() { for (var i: int = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) { // Construct a ray from the current touch coordinates var ray: 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 (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); } } } }