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Question by PhraseUniverse · Feb 24, 2017 at 09:13 AM · rotate objecttouch screen

Two finger touch to rotate sprite.

I'm working on a drag n drop script that I want to add two-finger rotate to. The object rotates, but so does all the other objects on the screen that have the script attached to it. I just want to rotate the one object being touched. Any help would be appreciated.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
 
 public class dragAndDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
 {
     public static GameObject DraggedInstance;
     private float zAngle = 0.0f;
 
     Vector3 _startPosition;
     Vector3 _offsetToMouse;
     float _zDistanceToCamera;
 
     #region Interface Implementations
 
     public void OnBeginDrag (PointerEventData eventData)
     {
         DraggedInstance = gameObject;
         _startPosition = transform.position;
         _zDistanceToCamera = Mathf.Abs (_startPosition.z - Camera.main.transform.position.z);
 
         _offsetToMouse = _startPosition - Camera.main.ScreenToWorldPoint (
             new Vector3 (Input.mousePosition.x, Input.mousePosition.y, _zDistanceToCamera)
         );
             
     }
 
     public void OnDrag (PointerEventData eventData)
     {
         if(Input.touchCount > 1)
             return;
 
         transform.position = Camera.main.ScreenToWorldPoint (
             new Vector3 (Input.mousePosition.x, Input.mousePosition.y, _zDistanceToCamera)
         ) + _offsetToMouse;
 
 
     }
 
     public void OnEndDrag (PointerEventData eventData)
     {
         DraggedInstance = null;
         _offsetToMouse = Vector3.zero;
     }
 
     void Update() 
     {    
         if (Input.touchCount == 2) 
         {
                 //Touch rotation
                 var dir = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
                 var angle = Mathf.Atan2(dir.y, dir.x)*Mathf.Rad2Deg;
                 var rot = Quaternion.AngleAxis(angle, Vector3.forward);
                 transform.rotation = rot;
         }
     
     }
 
 
 
 
     #endregion
 }
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