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Question by robinking · Jan 27, 2011 at 11:53 AM · iphonetouchunityremotedouble-tap

Double tap on iPhone very unreliable

I'm using the following code (Unity 3 Pro & Unity iPhone Pro):

var doubleTap : int;
function Update() {
   if(Input.GetTouch(0).tapCount>=2) {
      if (Input.GetTouch(0).phase==TouchPhase.Began) {
         doubleTap++;
      }
   }
}

Running it from the editor using Unity iPhone remote for Unity 3, I can see the doubleTap figure rise when I double tap. However the double tap detection is very unreliable, with only a roughly 60% detection rate. Is this because I'm running it through the remote process? I haven't yet tried to put a standalone build onto my device. Alternatively, is there something wrong with my code?

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Answer by Jean-Fabre · Jan 27, 2011 at 12:08 PM

Hi,

Yes, Unity remote is not suppose to check for performance and is not reliable for accurate user inputs, this will work 100% better when built and running normally on the iphone itself.

Bye,

Jean

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avatar image anilgautam · Dec 11, 2012 at 10:55 AM 0
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Hey I am getting following error UnityException: Index out of bounds. testlearning.Update () (at Assets/testlearning.cs:55)

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Answer by Mantas-Puida · Feb 25, 2011 at 03:01 PM

Input.GetTouch(0).phase==TouchPhase.Began

Very short touches that take less than one frame will skip TouchPhase.Began and will reported as TouchPhase.Ended.

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