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Question by Jarretxx · Aug 10, 2013 at 02:35 PM · game

Help Touch inputs

Heey Guys, I need help Soo Hears what, My problem is that my touch varriables arnt reachin g there full potential, Like on keyboard, Like say to go forward I press d and it goes quiet fast but when I transfer it to touch it like goes slow.. hears a copy of my code

 var up = 0;
 var down = 0;
 var east = 10;
 var west = 10;
 var isFalling : boolean=true;
 var Forwards : GUITexture;
 var Backwards : GUITexture;
 var Jump : GUITexture; 
 var Jumpvalue = 7;
 function Awake() {
 Forwards = GameObject.Find("Forward").guiTexture;
 Backwards = GameObject.Find("Backwards").guiTexture;
 Jump = GameObject.Find("Jump").guiTexture;
 }
 
 function Update()
 {
 for (var touch : Touch in Input.touches) 
 {
  if (touch.phase == TouchPhase.Stationary && Forwards.HitTest (touch.position)) {
   rigidbody.AddForce(Vector3.left * east);
  }
  if (touch.phase == TouchPhase.Stationary && Backwards.HitTest (touch.position)) {
   rigidbody.AddForce(Vector3.right * west);
  }
  if (touch.phase == TouchPhase.Stationary && Jump.HitTest (touch.position) && !isFalling) {
      rigidbody.velocity.y=(Jumpvalue);
     }
     isFalling=true;
 }
 //if (Input.GetKey("up"))
  //{
  //rigidbody.AddForce(Vector3.forward * up);
  //}
 //if (Input.GetKey("down"))
  //{
  //rigidbody.AddForce(0,0,1*down);
  //}
 if (Input.GetKey("d"))
  {
  rigidbody.AddForce(Vector3.left * east);
  }
 if (Input.GetKey("a"))
  {
  rigidbody.AddForce(Vector3.right * west);
  }
 if(Input.GetKeyDown("space") && !isFalling) {
     rigidbody.velocity.y=(Jumpvalue);
     }
     isFalling=true;
 }
 
  function OnCollisionStay(CollisionInfo : Collision) {
     //we are on somthing
     isFalling=false;
 }

help please,... Its set to release on the market very soon and I don't know whats worng hear

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avatar image EHogger · Aug 10, 2013 at 03:49 PM 0
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This is unreadable. Please format your code properly.

avatar image lancer · Aug 10, 2013 at 04:17 PM 0
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I can't read it because of the code.

avatar image robertbu · Aug 10, 2013 at 04:39 PM 1
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I would suspect that you are not getting a TouchPhase.Stationary every frame. Do you need that check at all as long as your have your HitTest() checks?

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