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Question by TommyJ · Oct 06, 2016 at 09:17 PM · c#collisioninputmobilecollision2d

Collision acting weird on mobile with touch input

I have a game where there are objects that move across the screen. You tap on them to stop them. I have an input manager script that either gets mouse input or touch input and sends a message to the object the ray hit. This works flawlessly when testing in the editor with a mouse. However, when I export to android on my Galaxy S6, tapping on the upper half of the object doesn't stop the object. The objects do move relatively quickly across the screen, but I am fairly certain I'm tapping directly on the objects collider. It only seems to recognize taps on the bottom half, and a bit below the object. What may be causing this?

InputManager.cs

using UnityEngine; using System.Collections;

 public class InputManager : MonoBehaviour {
 
     private RaycastHit2D hit;
 
     void Update () {
 
 #if UNITY_EDITOR
         if(Input.GetMouseButtonDown(0))
         {
             Vector3 mousePos = Input.mousePosition;
             mousePos.z = 10;
             Vector3 screenPos = Camera.main.ScreenToWorldPoint(mousePos);
             
             RaycastHit2D hit = Physics2D.Raycast(screenPos,Vector2.zero);
 
             if(hit)
             {
                 GameObject recipient = hit.transform.gameObject;
 
                 recipient.SendMessage("OnTouch", hit.point, SendMessageOptions.DontRequireReceiver);
             }
         }
 #else
         if(Input.touchCount > 0)
         {
             foreach(Touch touch in Input.touches)
             {
                 if(touch.phase == TouchPhase.Began)
                 {
                     Vector3 screenPos = Camera.main.ScreenToWorldPoint(touch.position);
                     
                     RaycastHit2D hit = Physics2D.Raycast(screenPos,Vector2.zero);
 
                     if(hit)
                     {
                         GameObject recipient = hit.transform.gameObject;
                         
                         recipient.SendMessage("OnTouch", hit.point, SendMessageOptions.DontRequireReceiver);
                     }
                 }
             }
         }
 #endif
     }
 }
 
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Answer by TommyJ · Oct 19, 2016 at 02:33 AM

I believe the problem has to do with the increased input lag on android devices (this used to exist, I'm unsure whether it's still a problem) and the fact that the objects move relatively fast. I have come to this conclusion by offsetting the colliders, which made the input function much more responsively.

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