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Question by wacasce · May 14 at 07:48 AM · input.touchinput.getbutton

mouse input and touch input giving different results

Hi guys. So I am testing my game both on pc and android but i have come across an annoying problem. my Input.GetMouseButton(0) and Input.GetTouch(0) bools all calculate my player speed by 150f * Time.deltaTime (on both halves of the screen) in my FixedUpdate method. The problem is, when using the touch input, the player speed is 5 times faster than when i use my mouseInput. what could be the problem? Please help

     if(Input.GetMouseButton(0)){
 Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition));
     var click = Camera.main.ScreenPointToRay(Input.mousePosition);
     Vector3 mousePos = Input.mousePosition;
      if(mousePos.x < Screen.width/2){
          transform.Rotate(0,0,rotateSpeed * Time.deltaTime);
      Debug.Log(" left ");
     }
     else if(mousePos.x > Screen.width/2){
          transform.Rotate(0,0,-rotateSpeed * Time.deltaTime);
          Debug.Log(" left ");
     }
     }
     if(Input.touchCount > 0){
         var touch = Input.GetTouch(0);
         if(touch.position.x < Screen.width/2){
             transform.Rotate(0,0,rotateSpeed * Time.deltaTime);
             Debug.Log("Left Click");
         }
         else if(touch.position.x > Screen.width/2){
             transform.Rotate(0,0,-rotateSpeed * Time.deltaTime);
             Debug.Log("Right Click");
         }
     }

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Answer by Henry693 · May 14 at 11:56 AM

Import in the CrossPlatformInput package into your project and you could actually continue to use Input.GetMouseButton(xxx). myloweslife

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avatar image wacasce · May 14 at 08:11 PM 0
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Will try that out...I had managed to fix the problem by using a bool which then accepts the input based on which platform i am on...like a public bool pc, mobile; & separated the inputs under if (pc) and if (mobile)...works like a charm, somehow

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