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Question by nXFiles · Jun 28, 2017 at 12:07 PM · uitouchtouch controlsblocking

UI blocking

I have done many attempts on blocking ui from getting touch input but non worked out. I need to move player where it is touched, auto move, but now I should hold touch so my player can move. any help would be appreciated

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems;

public class PointToMove : MonoBehaviour {

 public static PointToMove pToMove;

 private Transform playerTrans; //Player Transform
 private Vector3 destPos; //Destination Position
 private float destDist; //Destination Distance
 private Touch fingerTouch = Input.GetTouch(0);

 public float moveSpeed; //Movement Speed
 public float tempMoveSpeed; //Temporal movement Speed

 public bool isPaused = true;
 void Start () {
     playerTrans = transform; //Set player transform with this gameobject transform
     destPos = playerTrans.position; //To prevent transforms reset
  }
     void FixedUpdate () {
         if(!EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
         {
             destDist = Vector3.Distance(destPos, playerTrans.position); //Getting distance of player and destination\
             if (destDist < 0.05f)
             {
                 moveSpeed = 0;
             }
             else if (destDist > 0.05f)
             {
                 moveSpeed = tempMoveSpeed;
             }
             if (Input.GetMouseButtonDown(0) && isPaused == false) //Moves player when clicked
             {
                 Plane playerPlane = new Plane(Vector3.up, playerTrans.position);
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 float hitDist = 0.0f;
                 if (playerPlane.Raycast(ray, out hitDist))
                 {
                     Vector3 targetPoint = ray.GetPoint(hitDist);
                     destPos = ray.GetPoint(hitDist);
                     Quaternion targetRot = Quaternion.LookRotation(targetPoint - transform.position);
                 }
             }
             else if (Input.GetMouseButton(0)) //Moves player when mouse is down
             {
                 Plane playerPlane = new Plane(Vector3.up, playerTrans.position);
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 float hitDist = 0.0f;
                 if (playerPlane.Raycast(ray, out hitDist))
                 {
                     Vector3 targetPoint = ray.GetPoint(hitDist);
                     destPos = ray.GetPoint(hitDist);
                     Quaternion targetRot = Quaternion.LookRotation(targetPoint - transform.position);
                 }
             }
             if (destDist > 0.05f)
             {
                 playerTrans.position = Vector3.MoveTowards(playerTrans.position, destPos, moveSpeed * Time.deltaTime);
             }
         
         }

 }

}

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