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Question by apple741 · Nov 01, 2010 at 07:55 PM · javascriptiphone

iPhone button efficient ?

Is this an inefficient way to make a pause button for the iPhone:

var pauseButton: GameObject;

var hit : RaycastHit;

var pauseGame : boolean = false;

function Update () {

for (var touch : iPhoneTouch in iPhoneInput.touches) { var ray = Camera.main.ScreenPointToRay(touch.position); var hit : RaycastHit;

 if (touch.phase == iPhoneTouchPhase.Began)
 {    
     if (Physics.Raycast(ray,hit))
     {
         if (hit.collider.gameObject != null)
         {
             if(hit.collider.gameObject == pauseButton)
             {    
                 if(pauseGame == false)
                 {
                 // call pause game function           
                     pauseGame = true;
                 }
                 else
                 {
                     //un pause game
                     pauseGame = false;
                 }
             }
         }
     }

 }

}

}

I'm a little worried as its in update() and is constantly checking?

Thanks

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Answer by Eric5h5 · Nov 01, 2010 at 09:38 PM

Instead of raycasting, check that a rect contains the touch position.

for (var touch : iPhoneTouch in iPhoneInput.touches)
{
    if (touch.phase == iPhoneTouchPhase.Began && pauseButtonRect.Contains(touch.position))
    {

Unless the pause button is actually an object that moves around, there's no reason to use raycasting and colliders.

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avatar image apple741 · Nov 01, 2010 at 10:11 PM 0
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Thanks, that makes the code a lot shorter :) , so would it still be ok to use this for an iPhone app as its constantly checking in the update function in there has been a press?

avatar image Eric5h5 · Nov 01, 2010 at 11:06 PM 0
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You have to check touches every frame since they can occur at any time, and there are no OnTouchBegan callbacks or anything.

avatar image apple741 · Nov 02, 2010 at 05:04 AM 0
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Thanks, that makes sense :)

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