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Question by tommy_mc · May 09, 2017 at 05:43 AM · mobileropegrappling gunhook

Grappling Hook problem with android touch

So i had a grappling hook working for pc and now I want to port it to android using touch input on the mobile however im having a problem where it wont work the same as the mouse as in when i would hold right click on pc it would cast the hook and drag the player towards the hitpoint. However on mobile it is draging him to the position as long as i touch along the rope and drag the player to its position (hard to explain) this is the code using mouse click and below is the code the current code

     void Update()
     {
 
         if (canGrapple == true)
         {
             if (joint.distance > 1f) //Pulls the player up 
                 joint.distance -= step;
             else
             {
                 line.enabled = false;
                 joint.enabled = false;
             }
 
             if (Input.GetMouseButtonDown(1))
             {
                 targetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); //sets the vector to where the mouse clicks
                 targetPos.z = 0;//2d game no need for z
                 hit = Physics2D.Raycast(transform.position, targetPos - transform.position, distance, mask); //target - the cast point , the distance, the mask it collided with
                 if (hit.collider != null && hit.collider.gameObject.GetComponent<Rigidbody2D>() != null) //if it hits a collider with a rigidboddy            
                 {
                     joint.enabled = true;
                     joint.connectedBody = hit.collider.gameObject.GetComponent<Rigidbody2D>(); //connects the joint to the rigidbody of the object it collides with 
                     joint.connectedAnchor = hit.point - new Vector2(hit.collider.transform.position.x, hit.collider.transform.position.y); // sets the postion of the anchor relative to the rigidbody to the hit point and creates a new vector as the player climbs up
                     joint.distance = Vector2.Distance(transform.position, hit.point); //the distance
                     line.enabled = true; //Displays the line
                     line.SetPosition(0, transform.position); //Where the line Starts from
                     line.SetPosition(1, hit.point);//Where the line ends(the Hit Point of the ray)
                     thePlayerController.isGrappling = true; //used to play animations
 
                 }
             }



Current Code

     void Update()
     {
 
         if (canGrapple == true)
         {
             if (joint.distance > 1f) //Pulls the player up 
                 joint.distance -= step;
             else
             {
                 line.enabled = false;
                 joint.enabled = false;
             }
 
            if (Input.touchCount > 0)
             {
                 targetPos = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position); //sets the vector to where the mouse clicks
                 targetPos.z = 0;//2d game no need for z
                 hit = Physics2D.Raycast(transform.position, targetPos - transform.position, distance, mask); //target - the cast point , the distance, the mask it collided with
                 if (hit.collider != null && hit.collider.gameObject.GetComponent<Rigidbody2D>() != null) //if it hits a collider with a rigidboddy            
                 {
                     joint.enabled = true;
                     joint.connectedBody = hit.collider.gameObject.GetComponent<Rigidbody2D>(); //connects the joint to the rigidbody of the object it collides with 
                     joint.connectedAnchor = hit.point - new Vector2(hit.collider.transform.position.x, hit.collider.transform.position.y); // sets the postion of the anchor relative to the rigidbody to the hit point and creates a new vector as the player climbs up
                     joint.distance = Vector2.Distance(transform.position, hit.point); //the distance
                     line.enabled = true; //Displays the line
                     line.SetPosition(0, transform.position); //Where the line Starts from
                     line.SetPosition(1, hit.point);//Where the line ends(the Hit Point of the ray)
                     thePlayerController.isGrappling = true; //used to play animations
 
                 }
             }
 
             if (Input.touchCount == 0)
             {
                 line.SetPosition(0, castPos.transform.position);
             }
 
             if (Input.touchCount == 0)
             {
                 thePlayerController.isGrappling = false;
                 joint.enabled = false;
             }
         }
     }


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