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Question by Gusic · Apr 27, 2014 at 10:37 PM · c#touchmultitouch

MultiTouch Help(C#)

Hi Guys,

I am developing a app.

I have a script that splits the screen into 2 the left side moves the player and the right side makes the player jump. The problem is that when i move the player and i want to make the player jump at the same time the player doesnt jump. i understand that this is multitouch but i cant seem to find a way to fix this.

i want it so when i move the player and i want to make him jump as he is moving he jumps.

Script

 using UnityEngine;
 using System.Collections;
 
 public class HalfScreen : MonoBehaviour {
     public float JumpSpeed = 50f;
     public bool grounded = true; 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if(Input.touchCount > 0 ) 
         {
             var touch = Input.touches[0];
             if (touch.position.x < Screen.width/2)
             {
                 transform.position += new Vector3(0.1f,0,0);
             }
             else if (touch.position.x > Screen.width/2)
             {
                 if (!grounded && rigidbody2D.velocity.y == 0) {
                     grounded = true;
                 }
                 if ((touch.position.x > Screen.width/2) && grounded == true) {
                     rigidbody2D.AddForce (transform.up * JumpSpeed);
                     grounded = false;
                 }
             }
         }
     }
 }
 



Thank You

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Answer by monogon · Apr 27, 2014 at 11:21 PM

You only take into account one touch at a time

 var touch = Input.touches[0];

You could use a foreach loop to loop through your multitouches. Something like this should work (untested):

 foreach (Touch touch in Input.touches) {
 
 // your if statements for movement and jump
 
 if (touch.position.x < Screen.width/2)
          {
           transform.position += new Vector3(0.1f,0,0);
          }
          else if (touch.position.x > Screen.width/2)
          {
           if (!grounded && rigidbody2D.velocity.y == 0) {
               grounded = true;
           }
           if ((touch.position.x > Screen.width/2) && grounded == true) {
               rigidbody2D.AddForce (transform.up * JumpSpeed);
               grounded = false;
           }
 }
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