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Question by jukke · Apr 14, 2012 at 10:03 PM · androiddrag

My drag camera script gets messed up when changing fingers. Please help! (android)

the following code translates a camera upp and down when draging up and down over the screen. It works but there is one problem, lets say I put one finger down for draging, then I put a second finger down for some other reasson. I now got to fingers touching the screen, the problem is if I release the first finger; the camera jumps quite a bit.

I think the problem lies with the GetMouseButtonDown event, but im not sure how to solve it :/

 function Update ()
 {
     if (Input.GetMouseButtonDown(0) && Input.touchCount == 1)
     {
         firstTransformPos = (Input.mousePosition.y/Screen.height);
         old = 0;
     }
 
     if(Input.GetMouseButton(0) && Input.touchCount == 1)// This keeps running while mouse is held down
     {
         curMousePos =  (Input.mousePosition.y/Screen.height) - firstTransformPos;
         transform.Translate(0, -(curMousePos-old)*10, 0);
         old = curMousePos;
     }
 }

Does anyone have a solution or perhaps a script which does the same thing basically?

also posted here: http://forum.unity3d.com/threads/132214-My-drag-camera-script-gets-messed-up-when-changing-fingers.-Please-help!?p=892697#post892697

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Answer by gregzo · Apr 14, 2012 at 11:37 PM

If you need multitouch, then you need to code specificaly for it, using Input.GetTouch. Might need to raycast with each finger, depending on your use case.

Basic structure:

 function Update()
 {
     for(var i:int=0;i<Input.touchCount;i++)
     {
         Debug.Log("this finger's id is "+Input.GetTouch(i).fingerId);
         Debug.Log("this finger's position is "+Input.GetTouch(i).position);
         Debug.Log("this finger's TouchPhase is "+Input.GetTouch(i).phase);
     }
 
 }
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