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Question by Fractal_Kinetics · Oct 31, 2018 at 11:17 AM · bugtouchtimeboolean

Trying to make touch/holding screen not toggle menu.

Hi folks

I'm trying to make a simple mobile app that that'll toggle a menu when the user only "taps" the screen, but not when exceeding a tap. The debug logs tell me that the time exceeding a "tap" and a hold (3 seconds) is at least being recognised.

I've tried using "if (menuStatus == true && acumTime <= nonTapHoldTime)" but it's like Unity doesn't even acknowledge these two conditions, the menu continues to be toggled when the screen is tapped but also on release from a hold.

Could someone work out what it is I am doing wrong? Any help is appreciated.

My Code...
{ private bool menuStatus = true; public GameObject Menu; private float shutdownHoldTime = 3f; // Time to trigger a hold private float nonTapHoldTime = 0.15f; // When a touch exceeds a tap, but is not a "hold" private float acumTime = 0; // Time to start/restart hold

 private void Update ()
 {
     // Record a screen tap.
     if (Input.touchCount > 0)
     {
         acumTime += Input.GetTouch(0).deltaTime;
         Touch touch = Input.GetTouch(0);

         // Handle finger movements based on touch phase.
         switch (touch.phase)
         {
             // Record initial release.
             case TouchPhase.Began:
                 break;

             // Record touch release.
             case TouchPhase.Ended:
                 acumTime = 0;
                 menuStatus = !menuStatus;
                 break;

         }

         if (acumTime >= nonTapHoldTime && acumTime <= shutdownHoldTime && menuStatus == true) // If screen is touched longer than a tap
         {
             //Not a tap
             Debug.Log("Not a tap");
         }

         else if (acumTime >= shutdownHoldTime && menuStatus == true) // If screen is held while menu is up
         {
             //Long tap
             Debug.Log("Hold");
         }

     }
     // Menu appears when hidden
     if (menuStatus == true && acumTime <= nonTapHoldTime)
     {
     Menu.gameObject.SetActive(true);
     }

     // Menu dissappears when shown
     else if (menuStatus == false && acumTime <= nonTapHoldTime)
     {
         Menu.gameObject.SetActive(false);
     }
 }

}

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