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Question by chetan312 · Feb 15, 2021 at 01:17 PM · touchtouchphaseinputs

Enhanced touch

hey everyone, i am trying to use enhanced touch(new input system) in my game . Basically i want to drag a cube in positive , negative x-axis using touch and drag but the result is not as i expected. problem is cube is always move only in negative x- axis. I used same approach in Old input system , however it worked then but not this time. it would be great if someone help me to understand whats wrong in this code. Thanks. here is my code;

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.InputSystem.EnhancedTouch;
 using touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
 using Touchphase = UnityEngine.InputSystem.TouchPhase;
 using UnityEngine.EventSystems;
 
 
 
 public class TouchTest : MonoBehaviour
 {
     touch touch_first;
 
     private void Awake()
     {
 
         EnhancedTouchSupport.Enable();
 
     }
 
     private void OnEnable()
     {
 
         TouchSimulation.Enable();
     }
 
     private void OnDisable()
     {
         TouchSimulation.Disable();
     }
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (touch.activeTouches.Count == 1) {
 
             touch_first = touch.activeTouches[0];
 
             switch (touch_first.phase) {
 
 
                 case Touchphase.Began:
                     break;
 
                 case Touchphase.Moved:
 
                     Vector3 WorldObject_coord = Camera.main.WorldToScreenPoint(transform.position);
 
                     Vector3 TestDelta = new Vector3(touch_first.delta.x, touch_first.delta.y,WorldObject_coord.z);
                     Vector3 worldeDelta = Camera.main.ScreenToWorldPoint(TestDelta);
                     Vector3 Finalpos = new Vector3(transform.position.x + worldeDelta.x*Time.deltaTime,transform.position.y,transform.position.z);
                     transform.position = Vector3.Lerp(Finalpos,transform.position,10* Time.deltaTime);
                     break;
 
                 case Touchphase.Canceled:
                     break;
 
                 case Touchphase.Ended:
                     break;
 
             }
         
         }
 
     }
 }
 

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avatar image chetan312 · Feb 18, 2021 at 12:19 PM 0
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okay, so finally , i figured it out...first thing is , it is okay if i dont convert touch position to "WorldtoscreenPoint" to find the correct depth and later "screenToWorldPoint" in this particular case. Second thing is , In older input system , touchDelta dont need Time.deltatime but somehow i need to use Time.deltatime here Because the accumulation per frame is a large value( like6,12 ). Thanks

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