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Question by Sindiewen · Dec 18, 2012 at 09:31 PM · inputmobiletouchnewbie

Camera movement using touch input

Hello, I'm new to Unity and I'm currently trying to figure out how to move a camera using touch input on the X and Y axis for Android and iOS, Android as my testing bed though (Currently using Unity 3.5.6 as I only own the license for Android and iOS for that version)

I'm using the "Unity 3.x Game Development Essentials" book I got for learning, the first tutorial is making a basic "shoot blue ball at a wall of red cubes". Works with my 360 controller and Keyboard + mouse, now I'm trying to figure out touch input.

Heres the main code so far (in Javascript):

     #pragma strict
     
     function Start () {
     
     }
     
     var bullet : Rigidbody;
     var power : float = 1500;
     var moveSpeed : float =5;
     
     function Update () {
     var h : float = Input.GetAxis ("Horizontal") * Time.deltaTime * moveSpeed;
     var v : float = Input.GetAxis ("Vertical") * Time.deltaTime * moveSpeed;
         transform.Translate(h, v, 0);
     
     if(Input.GetButtonDown("Fire1"))
         {
             var instance: Rigidbody = Instantiate(bullet, transform.position, transform.rotation);
             var fwd: Vector3 = transform.TransformDirection(Vector3.forward);
         instance.AddForce(fwd * power);
         }
     }

That code in a basic game moves a camera and shoots a blue ball forward.

I read up on Touch input on the Unity Documentation, tried writing my own code, but didn't work (can post code if need be) and I couldn't figure it out.

I would like if possible least some code for me to use as reference so I can get a better understanding of Touch input for mobile devices.

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avatar image prototype7 · Dec 19, 2012 at 05:17 AM 0
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Use this

 function Update()
 {
 
         tap = false;
         if (Input.touchCount > 0)
         {
             touch = Input.GetTouch(0);
             tap = touch.tapCount > 0 ? true : false;
             /*Same as Input.GetButtonDown*/
             if (tap)
             {
                 var instance: Rigidbody = Instantiate(bullet, transform.position, transform.rotation);
                 var fwd: Vector3 = transform.TransformDirection(Vector3.forward);
                 instance.AddForce(fwd * power);
             }
         }
 
 }

Or For quick Test use this

 function Update()
 {
         if(Input.Get$$anonymous$$ouseButton(0))
         {
             var instance: Rigidbody = Instantiate(bullet, transform.position, transform.rotation);
             var fwd: Vector3 = transform.TransformDirection(Vector3.forward);
             instance.AddForce(fwd * power);
         }
 }

Or use both if you want

 function Update()
 {
 #if UNITY_IPHONE || UNITY_ANDROID
         tap = false;
         if (Input.touchCount > 0)
         {
             touch = Input.GetTouch(0);
             tap = touch.tapCount > 0 ? true : false;
             /*Same as Input.GetButtonDown*/
             if (tap)
             {
                 var instance: Rigidbody = Instantiate(bullet, transform.position, transform.rotation);
                 var fwd: Vector3 = transform.TransformDirection(Vector3.forward);
                 instance.AddForce(fwd * power);
             }
         }
 #endif
         if(Input.Get$$anonymous$$ouseButton(0))
         {
             var instance: Rigidbody = Instantiate(bullet, transform.position, transform.rotation);
             var fwd: Vector3 = transform.TransformDirection(Vector3.forward);
             instance.AddForce(fwd * power);
         }
 
 }

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