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Question by tmalhassan · Sep 15, 2017 at 12:58 PM · c#unity 5touch controlsmouseclickswipe

Change controls from mouse to touch C#

Hello, i am trying to make this script work with touch controls. Any idea how to do that?

Script:

  void Update () 
  {
      if (Input.GetMouseButtonDown(0))
      {
          f_difX = 0.0f;
      }
      else if (Input.GetMouseButton(0))
      {
          f_difX = Mathf.Abs(f_lastX - Input.GetAxis ("Mouse X"));
 
          if (f_lastX < Input.GetAxis ("Mouse X"))
          {
              i_direction = -1;
              transform.Rotate(Vector3.up, -f_difX);
          }
 
          if (f_lastX > Input.GetAxis ("Mouse X"))
          {
              i_direction = 1;
              transform.Rotate(Vector3.up, f_difX);
          }
 
          f_lastX = -Input.GetAxis ("Mouse X");
      }
      else 
      {
          if (f_difX > 0.5f) f_difX -= 0.05f;
          if (f_difX < 0.5f) f_difX += 0.05f;
 
          transform.Rotate(Vector3.up, f_difX * i_direction);
      }
  }

Thanks.

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avatar image hexagonius · Sep 15, 2017 at 02:11 PM 0
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Ins$$anonymous$$d of Input.Get$$anonymous$$ouse, just use Input.GetTouch, Input.touchCount, Touch.phase etc.

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Best Answer

Answer by tmalhassan · Sep 16, 2017 at 03:47 AM

I found a solution for whomever might need it:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class SpinWheelScript : MonoBehaviour {

 float pointerY;
 float f_lastX = 0.0f;
 float f_difX = 0.5f;
 float f_steps = 0.0f;
 int i_direction = 1;

 void Start()
 {
     pointerY = Input.GetAxis("Mouse Y");
 }

 void Update()
 {

     if (Input.GetMouseButtonDown(0))
     {
         f_difX = 0.0f;
     }


     else if (Input.touchCount > 0)
     {
         pointerY = Input.touches[0].deltaPosition.y;
         f_difX = Mathf.Abs(f_lastX - pointerY);
         var touch = Input.GetTouch(0);

         if (touch.position.x > Screen.width / 2)
         {
             // Right
             if (f_lastX < Input.GetAxis("Mouse Y"))
             {
                 i_direction = 1;
                 transform.Rotate(Vector3.forward, f_difX * Time.deltaTime);
             }

             if (f_lastX > Input.GetAxis("Mouse Y"))
             {
                 i_direction = -1;
                 transform.Rotate(Vector3.forward, -f_difX * Time.deltaTime);
             }
         }
         else if (touch.position.x < Screen.width / 2)
         {
             // Left
             if (f_lastX < Input.GetAxis("Mouse Y"))
             {
                 i_direction = -1;
                 transform.Rotate(Vector3.forward, -f_difX * Time.deltaTime);
             }

             if (f_lastX > Input.GetAxis("Mouse Y"))
             {
                 i_direction = 1;
                 transform.Rotate(Vector3.forward, f_difX * Time.deltaTime);
             }
         }

         f_lastX = -pointerY;
         f_difX = 500f;
     Debug.Log(f_difX);
     }
     else
     {
         if (f_difX > 0.5f) f_difX -= 1f;
         if (f_difX < 0.5f) f_difX += 1f;

         transform.Rotate(Vector3.forward, f_difX * i_direction * Time.smoothDeltaTime);
     }
 }
 }

Currently, the object will spin based on a swipe along the Y axis, you can simple change it by replacing the Y's with X's. Also, i've modified the speeds to fit my liking. Hope this helps others.

Cheers!

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