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Question by Ophien · Jul 07, 2014 at 09:14 AM · c#androidmultitouchphasetouchpads

ANDROID Realtime multitouch detection

Hello,

      I'm building a touch joystick for android, researched in various places on how to build it properly, including here in unity answers, includes some of the links below and their problems:

Android multitouch with wrong order of code execution.

http://answers.unity3d.com/questions/318849/multi-touch-not-working-whats-wrong-with-this-code.html

Multitouch without loop iteration of the contact points

http://answers.unity3d.com/questions/242036/multitouch-on-android.html http://answers.unity3d.com/questions/602336/multitouch-gui-android.html

many touchs

http://answers.unity3d.com/questions/543364/multi-touch-not-working-on-some-devices.html

Just a raycast

http://answers.unity3d.com/questions/23316/multitouch-problem-in-unity-iphone.html

Many of the problems are related to this kind of topic ...

My problem:

1 If you have a point of contact and put another, the second does not work unless I remove the first.

2 If I have a point of contact and the second places at another location, and then slide the second onto the area of contact it works normally as if nothing was wrong.

summarizes:

    Second point of contact only works if SLIDING on the desired area of contact.

 I tried to use the unity`s mobile assets package prefabs, their just gimme the same problem, thats include:

Dual TouchPads

Dual Joysticks

Single Joystick

TapControlSetup

Code fragment:

if(Input.touchCount > 0){
Debug.Log (Input.touches.Length.ToString());

         foreach(Touch touch in Input.touches){
             Ray ray = mainCamera.ScreenPointToRay(touch.position);
             
             if(Physics.Raycast(ray,out hit,touchInputMask)){
                 GameObject recipient = hit.transform.gameObject;
                 Button button        = recipient.GetComponent<Button>();
                 
                 if(button!=null){
                     //PHASE CHECK
                     if(touch.phase == TouchPhase.Began){
                         button.OnTouchDown();
                     }
                     if(touch.phase == TouchPhase.Ended){
                         button.OnTouchUp();
                     }
                     if(touch.phase == TouchPhase.Stationary || touch.phase == TouchPhase.Moved){
                         button.OnTouchStay();
                     }
                     if(touch.phase == TouchPhase.Canceled){
                         button.OnTouchExit();
                     }
                 }//END BUTTON IF
             }//END RAYCAST
         }//END FOREACH
     }//END IF
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Answer by Ophien · Jul 08, 2014 at 12:33 AM

Problem solved...

Android do not detect simultaneous touchs at the same or almost same Y position on the screen, or is a unity interface integration problem.

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avatar image meat5000 ♦ · Jul 08, 2014 at 12:35 AM 1
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Out of curiosity, what is your device? Sounds defective. Xperia Z will do 10 touches in any proxmimity. I know this as I've tried AngryBots on a fullHD screen. Dem joysticks is tiny.

avatar image Ophien · Jul 08, 2014 at 09:01 AM 0
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Xperia SP, i`ve solved this problem just reajusting the UI elements positions. I don`t think it is a device problem because of a lot of games that uses mul$$anonymous$$ch freely.

Display resolution: 1280x720

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