- Home /
Why does my app function correctly in Unity Remote but not compiled as an app?
Hello forum heroes,
I am developing a 2D app in which the player can pan the camera in the play field. Following code works correctly when I tested it in Unity Remote but when the app was compiled the camera movement seems to lag behind.
void Update() {
if (Input.touchCount == 1 && Field.objectSelected == false && Input.GetTouch(0).phase == TouchPhase.Moved) {
Vector2 fieldSize = fieldSizeOnScreen();
Vector2 touchDeltaPosition = Input.GetTouch (0).deltaPosition;
transform.Translate ((-touchDeltaPosition.x * fieldSize.x)/Screen.width, (-touchDeltaPosition.y * fieldSize.x)/Screen.height, 0);
Field.Panning = true;
} else {
Field.Panning = false;
}
}
In my game I am testing if the finger touches a 2D collider. Does this influence anything? Is this because the resources on the phone are limited is there a reason I don't know about? What can I do to prevent this?
Thanks in advance, Max
Comment
Your answer
Follow this Question
Related Questions
Placing a Rect and detecting a Touch/Tap 1 Answer
Camera swipe AND gameObject touch (Android) 1 Answer
Clamp To The Screen Edge 0 Answers
2D Camera (Android, Iphone) 1 Answer
Timer Freeze Problem 1 Answer