Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by drinke94 · Feb 19, 2015 at 03:18 PM · countincreasetouchphaseaccuracyfinger

Problems with finger count.

I am trying to make simple controls for player. If you tap with one finger, you start rotating cw, but if you tap with 2 fingers instead, you rotate in opposite direction. Everything works well so far, but there is one annoying problem. You have to be extremely precise while tapping with two fingers and if you don't pay 100% attention player will rotate in the wrong direction. Is there any way how I can increase accuracy?

Here is my code so far:

 bool seObrne = false;
 
 void Update (){ 
                 int fingerCount = 0;
                 foreach (Touch touch in Input.touches) { if (touch.phase != TouchPhase.Stationary)
 fingerCount++; }
 
 if ((Input.GetKeyDown (KeyCode.Space) || Input.GetMouseButtonDown (0))) { seObrne = true; } 
 
 if (fingerCount == 1 && seObrne == true) {         
 seObrne = false;
 stevilo++;                                        
 transform.rotation = Quaternion.AngleAxis (rotacija * stevilo, Vector3.up);
 { transform.rotation = Quaternion.Euler (90, transform.rotation.eulerAngles.y, lockPos); } 
 } 
     
 
 else if (fingerCount == 2 && seObrne == true) {
 seObrne = false;
 stevilo +=3 ;
 transform.rotation = Quaternion.AngleAxis (rotacija * stevilo, Vector3.up);
 { transform.rotation = Quaternion.Euler (90, transform.rotation.eulerAngles.y, lockPos); }

 


Thanks for taking time and your help!

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Feb 19, 2015 at 01:15 PM 0
Share

It may appear that this is a result of the way you have segregated them using if/else. I could be wrong.

avatar image drinke94 · Feb 19, 2015 at 01:24 PM 0
Share

Thanks for your reply. However the code works, but it is too precise. It works only if you tap with two fingers at EXACTLY the same time. I would like to make it more user-friendly.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

two finger touch always detects one finger touch first 1 Answer

Multitouch in update or fixedupdate 0 Answers

How to increase Value of for example "gold" every second? 3 Answers

[Unity2D Android] Multitouch won't work 1 Answer

C# Input.GetAxis Increment/Decrement Value 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges