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Question by computron59 · Feb 24, 2018 at 04:21 PM · androidtouchoptimizationtouchscreen

How to optimize touch input script

Hi I wrote this to get the OLDEST touch on the screen area , ie only track the FIRST landed touch on the area. It seems to cause considerable lag on my Alcatel (pish phone I know). SO, I am looking for a way to optimize/streamline/do-it-better it as it has to happen twice, once for each player.

Below is the simplified update loop that needs optimisation. Here....

private void Update()
{ latestTime = 1000000;

     // dictionary of active touches
     for (int i = 0; i < Input.touchCount; i++)
     {
         
         if (Input.GetTouch(i).position.x < (Screen.width / 2) && Input.GetTouch(i).phase == TouchPhase.Began  ) {

             float currenttime = Time.time;
             if (!Ltouches.ContainsValue(currenttime) && Input.GetTouch(i).position.x < Screen.width / 2 ) {
                 Ltouches.Add(Input.GetTouch(i).fingerId, currenttime);
             }
         }
         if ((Input.GetTouch(i).position.x > Screen.width / 2) || Input.GetTouch(i).phase == TouchPhase.Ended)
         {
             Ltouches.Remove(Input.GetTouch(i).fingerId);
         }
     }

     //gets the oldest touch in dictionary. need only be done when dictionary size changes..... unless finger replaced in one frame?
     float selectedkey=0;
     if ( Ltouches.Count >= 1 /*&& LtouchCount != Ltouches.Count*/)
     {
         //LtouchCount = Ltouches.Count;
         foreach (KeyValuePair<int, float> i in Ltouches)
         {  // for active touches

             // if time is earliest yet
             if (i.Value < latestTime)
             {
                 latestTime = i.Value;
                 selectedkey = i.Key;
             }
         }

         // selects relevant touch 
         for (int j = 0; j < Input.touchCount; j++)
         {
             if (Input.GetTouch(j).fingerId == selectedkey)
             {
                 selectedTouch = Input.GetTouch(j);

             }
         }
     }
     

     if (Input.touchCount >= 1)
     {
         LPlayerY = C.ScreenToWorldPoint(selectedTouch.position).y;
     }        
 }
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