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Question by ivarhill · Apr 27, 2019 at 11:48 PM · touchjoystickmultitouch

How to properly handle multitouch for virtual joystick?

I have an on-screen joystick to control player movement which appears when the player touches the screen, as such:

 //Runs when first tapping on screen
     public void OnPointerDown(PointerEventData e)
     {
         //First move joystick to where input is happening
         Vector2 absolutePos;
 
         //If using touch, get the last touch event and use that to determine joystick position
         if(Input.touchSupported)
             RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, Input.touches[Input.touches.Length-1].position, canvas.worldCamera, out absolutePos);
 
         //If not using touch (i.e. playing on PC) use the mouse position instead
         else
             RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, Input.mousePosition, canvas.worldCamera, out absolutePos);
 
         //Set joystick position
         joystick.transform.position = canvas.transform.TransformPoint(absolutePos);
 
         //Show joystick on screen
         joystick.SetActive(true);
         usingJoystick = true;
     }

This generally works well - however, I am having some issues with multitouch. If the player already holds down on a different part on the screen (for instance the fire button to fire their weapons), using a second finger to show the joystick makes it appear on the position of the first touch rather than the latest one.

I'm assuming this line doesn't do what I assume it does:

 Input.touches[Input.touches.Length-1].position


How can I properly make sure that the joystick appears at the most recent touch and not any past one?

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