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Question by JerryCic · Dec 30, 2011 at 04:07 AM · androidtouch

android touch not detected.

Hi

I am trying to do the basic minimal app. I want to talk to the android touch pad.

I created a new project. My scene has a camera, a GUIText, and a script pinned to the camera.

The game plan is simple. When i use the keyboard arrow keys or the android trackball joystick thingy, the GUIText displays the settings in realtime. This works as expected both on the preview and when i build and deploy to the android.

But when i touch the screen on the android, the guitext stops displaying the framecount as if that routine in not fireing. When i stop touching the touchscreen, the program resumes and the framecount GUIText continues. So what am i doing wrong?

The script is here:

 using UnityEngine;
 using System.Collections;

 public class MainLoop : MonoBehaviour {

 public GUIText GT;

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {

     GT.text = Time.frameCount.ToString() + "\n" +
         Check_Axis() + Check_Touch(); 
 }

 string Check_Axis()
 {
     string ans="";
     ans = "Horizontal=" + Input.GetAxis("Horizontal").ToString();
     ans += "\nVertical=" + Input.GetAxis("Vertical").ToString();
     return ans;
 }
 string Check_Touch()
 {
     string ans = "";
     int Count = Input.touchCount;
     ans = "\nCount=" + Count.ToString();
     for (int i = 1; i <= Count; i++)
     {
         ans += "\nPosx= " + Input.GetTouch(i).position.x.ToString();
         ans += "\nPosy= " + Input.GetTouch(i).position.y.ToString();
         ans += "\ndPosx= " + Input.GetTouch(i).deltaPosition.x.ToString();
         ans += "\ndPosy= " + Input.GetTouch(i).deltaPosition.y.ToString();
         ans += "\nPhase= " + Input.GetTouch(i).phase.ToString();
     }
     return ans;
   }
 }
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Answer by yatayata · Feb 20, 2012 at 08:12 PM

did you check logcat to see if your code has some other problem? code below is working for me... also handles if using mouse or touch device, which makes development a bit quicker...

 using UnityEngine;
 using System.Collections;
 
 
 public class Picker : MonoBehaviour {
     Transform marker;
     Marker markerObj;
     Overlay overlay;
     
     // Use this for initialization
     void Start ()
     {
         marker = GameObject.Find ("marker").transform;
         markerObj = marker.GetComponent<Marker>();
         overlay = markerObj.overlay;
         overlay.AddMsg("startup");
     }
     
     // Update is called once per frame
     void Update ()
     {
 
         int fingerCount = 0;
         foreach (Touch touch in Input.touches) {
             if (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled)
             fingerCount++;
             Ray ray = Camera.main.ScreenPointToRay(touch.position);
             HandleTouch(ray);
         }
         if (fingerCount > 0)
             Debug.Log("fingerCount: " + fingerCount);
 
     }
     
     void HandleTouch(Ray ray) {
         RaycastHit hit;
         if (Physics.Raycast (ray, out hit)) {
             Vector3 hitpos = new Vector3(Mathf.Round(hit.point.x), Mathf.Round(hit.point.y), Mathf.Round(hit.point.z));
             markerObj.MoveTo(hitpos);
         }
     }
     
     void OnMouseDown ()
     {
         
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         HandleTouch(ray);
         
         // object.transform.position = Camera.main.ScreenToWorldPoint (new Vector3 (touch.position.x, touch.position.y, cameraTransform.z - 0.5));
 
     }
     
 }
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