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               Question by 
               Moonlads · Sep 13, 2017 at 10:51 PM · 
                unity 5gameobjectswipeheight  
              
 
              Key Arrows into Swipe Input
Hello i have actually just got my game to the App Store so i was like why not make another one,here is my problem i want that when player swipes left,right,down it goes in that direction,i have setup that for key arrows but how do i set it for swipe? Here is my code:`
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class Bounce : MonoBehaviour {
 float lerpTime ;
 float currentLerpTime;
 float perc = 1;
 Vector3 startPos;
 Vector3 endPos;
 bool FirstInput;
 public bool justJump;
 
 // Update is called once per frame
 void Update ()
 {
     if(Input.GetButtonDown("up") || Input.GetButtonDown("down") || Input.GetButtonDown("right") || Input.GetButtonDown("left"))
     {
         if(perc == 1)
         {
             lerpTime = 1;
             currentLerpTime = 0;
             FirstInput = true;
             justJump = true;
         }
     }
     startPos = gameObject.transform.position;
     if (Input.GetButtonDown("right") && gameObject.transform.position == endPos) 
     {
         endPos = new Vector3(transform.position.x + 1, transform.position.y, transform.position.z);
     }
     if (Input.GetButtonDown("left") && gameObject.transform.position == endPos)
     {
         endPos = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z);
     }
     if (Input.GetButtonDown("up") && gameObject.transform.position == endPos)
     {
         endPos = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1);
     }
     if (Input.GetButtonDown("down") && gameObject.transform.position == endPos)
     {
         endPos = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1);
     }
     if (FirstInput == true)
     {
         currentLerpTime += Time.deltaTime * 5;
         perc = currentLerpTime / lerpTime;
         gameObject.transform.position = Vector3.Lerp(startPos, endPos, perc);
     }
     if(perc > 0.8)
     {
         perc = 1;
     }
     if (Mathf.Round(perc) == 1)
     {
         justJump = false;
     }
 }
} `
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