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Question by 3kWikiGames · Sep 29, 2018 at 09:13 PM · 2dmovementtransformtouchstop

Stop Moving When Not Touching Screen?

So i'm trying to make it so that every time you touch the screen it will move instead of constantly moving like it does now. When I tried to put the translation into an if (touch) statement it would only work and move one frame every touch, while I would like it to be constantly moving and following when the screen is touched. Here is my code:

 //Gathering resources
 using UnityEngine;
 using System.Collections;
 
 //The Move class decleration
 public class Move : MonoBehaviour
 {
     //How quickly the player follows the mouse
     public float Speed = 20;
     private float moveSpeed = 10;
     private bool touching = false;
 
     /**
      * ADD THE ABILITY TO STOP MOVING IF NOT TOUCHING SOMEWHERE ON THE SCREEN, POSSIBLY WITH A WHILE TOUCHING METHOD AT THE BEGINNING
      * */
 
     //Called every frame
     void Update()
     {
         if (Input.mousePresent && Input.anyKeyDown)
         {
             touching = true;
         }
         else
         {
             touching = false;
         }
 
         if (Input.mousePresent)
         {
             movePlayer();
         }
     }
 
     private void movePlayer()
     {
         //Converting mouse position into Vector3
         Vector3 Target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         //Fixing Z-Axis
         Target.z = transform.position.z;
         Speed = (moveSpeed +(moveSpeed *(Vector3.Distance(Target, transform.position))));
         //Actually move the player towards the mouse.
         transform.position = Vector3.MoveTowards(transform.position, Target, Speed * Time.deltaTime / transform.localScale.x);
         
     }
 }
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Answer by LCStark · Sep 29, 2018 at 09:37 PM

Input.anyKeyDown returns true only during the single frame when a button is pressed, so that's why your movement only works during a single frame every touch. If you want to hold the button to move, use Input.anyKey instead.

Since you want to use a touch screen, why don't you use Input.GetTouch instead?

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