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Question by crusty13 · Nov 22, 2016 at 07:02 PM · c#androidunity 5

Unity project on android - OnPointerDown/Up movement

Recently, I've encountered a problem with player movement on android mobile device. It only seems to occur on android, since Unity Editor handles it perfectly "out of the box."

When I click a button on my android device it doesn't do the action it is supposed to do - make player go forward. When I touch other part of the screen and simultaneously (or after, while still holding other part of the screen) hold the button for going forward, it works fine.

The button is placed on a Canvas and has an additional script component added to it with OnPointerUp and OnPointerDown (which handles all of the movement setting the walking flag to true/false.)

Since all of the movement is based on IPointerDownHandler and IPointerUpHandler, I guess OnPointerDown is working fine itself. But why only if I'm touching other part of the screen with another finger?

P.S. OnBeginDrag works fine as well

 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.EventSystems;
 using System.Collections;
 
 public class ControlBehavior : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
 
 public GameObject player;
 
 // Use this for initialization
 void Start () {}
 
 // Update is called once per frame
 void Update () {}
 
 public void OnPointerDown (PointerEventData eventData) {
   player.SendMessage ("up_pressed", 0, SendMessageOptions.DontRequireReceiver);
 }
 
 public void OnPointerUp (PointerEventData eventData) {
   player.SendMessage ("up_released", 0, SendMessageOptions.DontRequireReceiver);
 }
 
 }
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Answer by Spartiate0033 · Nov 22, 2016 at 07:56 PM

Why not you try Input.GetMouseButtonDown(0)

I tested this block of code on an Android project of mine and it works just fine. I am not exactly sure what is happening with your code, but what I do know is that Input.GetMouseButtonDown and Input.touchCount work very well with Android.

 if (Input.GetMouseButtonDown(0))
 {
      if (Input.touchCount == 1)
      {
           m_TargetMoverScript.UpdateTargetPosition();
      }
  }
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