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Question by ROBLOX_GOD · Mar 11, 2021 at 01:28 AM · cameratouchdraw

How to get touch input to follow a prefab.

Hello, I am making an app where you are able to draw and to do so I have a draw code and a follow camera code where the code follows the mouse position so when I click there it creates a new line and does not connect to a the previously drawn line. This works when I run on my computer, but when I run it on my phone the lines get connected together and you do not have separate lines/drawings. I'm new to unity and don't really know what to do. I think the problem is in the follow code it uses the mouse position but I need it to work for the phone. I am not sure what to do and need some help, the code is as follows --

Draw code:

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

public class Draw : MonoBehaviour {

 public GameObject drawPreFab;
 GameObject theTrail;
 Plane planeObject;
 Vector3 startPos;
 bool dr = false;
 [SerializeField] private Transform parentTransform;
   




 // Start is called before the first frame update
 void Start()
 {
     planeObject = new Plane(Camera.main.transform.forward * -1, this.transform.position);
 }

 // Update is called once per frame
 void Update()
 {
     dr = ClickExample.testBool;
     if (dr == true)
     {
         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began || Input.GetMouseButtonDown(0))
         {
             
             theTrail = (GameObject)Instantiate(drawPreFab, this.transform.position, Quaternion.identity, parentTransform);
             Debug.Log("theTrail instant");

             Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
             float _dis;
             if (planeObject.Raycast(mouseRay, out _dis))
             {
                 startPos = mouseRay.GetPoint(_dis);
             }
         }
         else if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetMouseButton(0))
         {
             Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
             float _dis;
             if (planeObject.Raycast(mouseRay, out _dis))
             {
                 theTrail.transform.position = mouseRay.GetPoint(_dis);
             }
         }
     } else
     {
         if(ClickClear.flippedBool == true)
         {
             ClickClear.flippedBool = false;
             Delete();
         }
     }
 }

 void Delete()
 {
     Debug.Log("DELETE CALLED");
     Debug.Log(parentTransform.childCount);
     //Destroy all children
     for (int i = 0; i < parentTransform.childCount; i++)
     {
         Destroy(parentTransform.GetChild(i).gameObject);
     }
 }

}

Follow Camera code:

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

public class FollowCamera : MonoBehaviour {

 // Update is called once per frame
 void Update()
 {
     Vector3 temp = Input.mousePosition;
     temp.z = 10f;
     this.transform.position = Camera.main.ScreenToWorldPoint(temp);
 }

}

As stated before I think the problem is Vector3 temp = Input.mousePosition but I need a touch position and I am not sure how to get that.

Thank you

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