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This question was closed Mar 21, 2017 at 11:36 PM by revan1611 for the following reason:

The question is answered, right answer was accepted

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0
Question by revan1611 · Mar 20, 2017 at 02:55 AM · androidplayer movementtouch controlsspace shooter

Help!--How to make player follow finger touch position in Space Shooter?

So, i've been struggling with this question for 2 weeks and still can't find a proper solution. I want player ship to follow my finger position similar to Galaga wars and Sky force. Please someone point me what changes should i do in my code, i'm very new to coding so please give a step by step solution.

Nevermind actually...

[Solved] I found the answer already thanks to http://www.thegamecontriver.com/ just add this code to player controller script

 using UnityEngine;
 using System.Collections;
 
 public class InputTouch : MonoBehaviour
 {
     //flag to check if the user has tapped / clicked.
     //Set to true on click. Reset to false on reaching destination
     private bool flag = false;
     //destination point
     private Vector3 endPoint;
     //alter this to change the speed of the movement of player / gameobject
     public float duration = 50.0f;
     //vertical position of the gameobject
     private float yAxis;
     
 
     void Start()
     {
         //save the y axis value of gameobject
         yAxis = gameObject.transform.position.y;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         //check if the screen is touched / clicked
         if ((Input.touchCount > 0) || (Input.GetMouseButton(0)))
         {
             //declare a variable of RaycastHit struct
             RaycastHit hit;
             //Create a Ray on the tapped / clicked position
             Ray ray;
             //for unity editor
 #if UNITY_EDITOR
             ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             //for touch device
 #elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
              ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
 #endif
 
             //Check if the ray hits any collider
             if (Physics.Raycast(ray, out hit))
             {
                 //set a flag to indicate to move the gameobject
                 flag = true;
                 //save the click / tap position
                 endPoint = hit.point;
                 //as we do not want to change the y axis value based on touch position, reset it to original y axis value
                 endPoint.y = yAxis;
                 Debug.Log(endPoint);
             }
 
         }
         //check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
         if (flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
         { //&& !(V3Equal(transform.position, endPoint))){
           //move the gameobject to the desired position
             gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1 / (duration * (Vector3.Distance(gameObject.transform.position, endPoint))));
         }
         //set the movement indicator flag to false if the endPoint and current gameobject position are equal
         else if (flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
         {
             flag = false;
             Debug.Log("I am here");
         }
 
     }
 }
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avatar image seriousBoi · Jun 22, 2020 at 02:53 PM 0
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dude u there?

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