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Question by george_vasilchenko · Oct 08, 2014 at 10:49 AM · inputtouch screen

Touch input problem

Hello I am making a little configurator. I want to build it for my android device. The little problem is about the touch input. I use one finger swipe to orbit camera and two for pinch zoom. The problem is that when I interact with any of my gui elements, whether it is a slider or a button, I still orbit my cam. How can I disable the touch check for certain areas of my screen? Or maybe layer mask for my rayTrace for selection.. What is the right way to do that? Here is my cam script:

using UnityEngine; using System.Collections;

public class TouchControls : MonoBehaviour {

 public float tumbleSensitivity = 0.3f; //NB. This value should be adjusted until a natural result is achieved. It affects the amount the camera will tumble around the object as a swipe takes place.
 public Transform pivotPoint; //this should be the location the camera tumbles around
 public bool naturalMotion = true; //this determines whether a left swipe will make the camera tumble clockwise or anticlockwise around the object
 
 private GameObject camParent; //this will be the rotating parent to which the camera is attached. Rotating this object will have the effect of making the camera a specified location.
 private Vector2 oldInputPosition; //records the position of the finger last update

 public float perspZoomSpeed = 0.5f;

 void Start ()
 {
     Transform originalParent = transform.parent; //check if this camera already has a parent
     camParent = new GameObject ("camParent"); //create a new gameObject
     camParent.transform.position = pivotPoint.position; //place the new gameObject at pivotPoint location
     transform.parent = camParent.transform; //make this camera a child of the new gameObject
     camParent.transform.parent = originalParent; //make the new gameobject a child of the original camera parent if it had one
 }
 
 // Update is called once per frame
 void Update ()
 {
     //TOUCH
     
     if (Input.touchCount == 2)
     {
         Touch touchZero = Input.GetTouch(0);
         Touch touchOne = Input.GetTouch(1);

         Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
         Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;

         float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;
         float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;

         float deltaMagDiff = prevTouchDeltaMag - touchDeltaMag;

         camera.fieldOfView += deltaMagDiff * perspZoomSpeed;
         camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 12.0f, 50.0f);
     }
     if(Input.touchCount < 2)
     {
         foreach (Touch touch in Input.touches)
         {
             if (touch.phase == TouchPhase.Began && touch.fingerId == 0)
             {
                 oldInputPosition = touch.position;
             }
             if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
             {
                 if (touch.fingerId == 0)
                 {
                     float xDif = touch.position.x - oldInputPosition.x; //this calculates the horizontal distance between the current finger location and the location last frame.
                     if (!naturalMotion){xDif *= -1;}
                     if (xDif != 0){camParent.transform.Rotate (Vector3.up * xDif * tumbleSensitivity);}
                     oldInputPosition = touch.position;
                 }
             }
             if (touch.phase == TouchPhase.Ended && touch.fingerId == 0)
             {
                 oldInputPosition = touch.position;
             }
         }
     }
     
     //MOUSE
     
     if (Input.GetMouseButtonDown(1))
     {
         oldInputPosition = Input.mousePosition;
     }
     if (Input.GetMouseButton(1))
     {
         float xDif = Input.mousePosition.x - oldInputPosition.x;
         if(!naturalMotion){xDif *= -1;}
         if(xDif != 0){camParent.transform.Rotate(Vector3.up * xDif * tumbleSensitivity);}
         oldInputPosition = Input.mousePosition;
     }
     if (Input.GetMouseButtonUp (1))
     {
         oldInputPosition = Input.mousePosition;
     }
     
 }

}

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