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Question by Dafewf · Jan 19, 2019 at 08:08 PM · androidmovement scripttapholdtaptomove

Tap&Hold Android Game - weird problem with touch

Hello. Im making android game with tap and hold mechanics - when you tap and hold finger on your screen, the spaceship is flying. If there is no finger on screen - the spaceship i falling. I have experienced weird problem during tests - sometimes (not always, but often) after removing finger from screen, my spaceship "jumps" which often results in loosing game (becasue this "jump" moved spaceship into obstacle). I dont have idea what could be wrong with this, especially, that it is not always. Maybe refreshing? Maybe something with framerate? Please help me!

Code is below, this "if" with 1 or more fingers i have added later, problem isnt caused by this. If you want to see this in practise i can give you .apk file.

 public float TapSpeed = 10;
 public float TapSpeed2 = 200;
 public float tilt = 5;
 public float tilt2 = 5;
 
 Rigidbody2D rigid;
 Quaternion downRotation;
 Quaternion forwardRotation;
 
 void Update () {
     if (game.GameOver) return;
 
 if (Input.touchCount > 0) {
 
     //if (Input.GetMouseButtonDown(0)) {
         tap.Play();
         BloomModel.Settings bloomSettings = zxc.bloom.settings;
         bloomSettings.bloom.intensity = Mathf.SmoothDamp(2,5, ref yVelocity, smoothTime);
         zxc.bloom.settings = bloomSettings;
         transform.rotation = forwardRotation;
         rigid.velocity = Vector3.zero;
         rigid.AddForce(Vector2.up * TapSpeed); //,ForceMode2D.Force);
         }
 if (Input.touchCount > 1) {
 
     //if (Input.GetMouseButtonDown(0)) {
         tap.Play();
         transform.rotation = forwardRotation;
         rigid.velocity = Vector3.zero;
         rigid.AddForce(Vector2.up * TapSpeed2); //,ForceMode2D.Force);
         }
 
     
         BloomModel.Settings bloomSettingss = zxc.bloom.settings;
     bloomSettingss.bloom.intensity = Mathf.SmoothDamp(5,2, ref yVelocity, smoothTime);
     zxc.bloom.settings = bloomSettingss;
     transform.rotation = Quaternion.Lerp(transform.rotation, downRotation, tilt * Time.deltaTime);
     
 }
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