Question by 
               rav_al · Feb 20, 2017 at 05:12 AM · 
                transform.positiontouchscreentransform.translatetouchphase  
              
 
              Hi I'm making a game for Android(2d game). I have to move a ball using the swipe(not just vertical and horizontal). The problem is that the ball is moving in the wrong Y axis and I don't understabd why
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Ball_movement : MonoBehaviour {
 
     private bool dirRight = false;
     public float speed = 1;
     Vector2 firstPos;//ball first position
     Vector2 secondPressPos;//last touch of the swipe
     Vector2 LastPos;//last position
     public float x;//x last position
     public float y;//y last position
   
 
     void Swipe()
     {
         if (Input.touches.Length > 0)
         {
             Touch t = Input.GetTouch (0);
 
             if (t.phase == TouchPhase.Began)
             {
                 firstPos = new Vector2 (1, -5);
             }
         
             if(t.phase == TouchPhase.Ended)
             {
                 //save ended touch 2d point
                 secondPressPos = new Vector2 (t.position.x, t.position.y);
                 if (secondPressPos.x > 1)//right
                 {
                     y = ((5-secondPressPos.x)*(-5-secondPressPos.y)+secondPressPos.y*(1-secondPressPos.y))/(1-secondPressPos.y);
                     x = 5;
                     LastPos = new Vector2 (x, y);
                     dirRight = true;
                 }
                 if (secondPressPos.x == 1)//centre
                 {
                     y = 9;
                     x = 5;
                     LastPos = new Vector2 (x, y);
                     dirRight = true;
                 }
                 if (secondPressPos.x < 1)//left
                 {
                     y = ((5-secondPressPos.x)*(-5-secondPressPos.y)+secondPressPos.y*(1-secondPressPos.y))/(1-secondPressPos.y);
                     x = -5;
                     LastPos = new Vector2 (x, y);
                     dirRight = true;
                 }
                 LastPos.Normalize();
                 print (t.position.y);
 
             }
         }
     }
 
 }
 
              
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