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Question by mabeflo · Aug 24, 2019 at 01:52 PM · touchzoompinch

Hello I'm trying to write a C# about "Pinch to zoom" but it doesn't work

I've set my camera to: -Clear flags: solid color -Projection: Orthographic

This is my C#: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PZoom : MonoBehaviour { float previousDistance; float zoomSpeed = 1.0f;

 // Update is called once per frame
 void Update()
 {
     if(Input.touchCount == 2 &&
     (Input.GetTouch(0).phase == TouchPhase.Began ||
         Input.GetTouch(1).phase == TouchPhase.Began))
     {
         //calibrate distance
         previousDistance = Vector2.Distance(Input.GetTouch(0).position, Input.GetTouch(1).position);
     }
     else if (Input.touchCount == 2 &&
         (Input.GetTouch(0).phase == TouchPhase.Moved||
         Input.GetTouch(1).phase == TouchPhase.Moved))
     {
         float distance;
         Vector2 touch1 = Input.GetTouch(0).position;
         Vector2 touch2 = Input.GetTouch(1).position;

         distance = Vector2.Distance(touch1, touch2);

         //camera based on pinch/zoom
         float pinchAmount = (previousDistance - distance) * zoomSpeed * Time.deltaTime;

         if (Camera.main.orthographic)
         {
             Camera.main.orthographicSize += pinchAmount;
         }
         else
         {
             Camera.main.transform.Translate(0,0,pinchAmount);
         }

         previousDistance = distance;
     }

 }

}

Thanks very much to help me!!

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Answer by JonPQ · Aug 27, 2019 at 12:15 AM

logic looks pretty good. put a breakpoint on this line...

 float pinchAmount = (previousDistance - distance) * zoomSpeed * Time.deltaTime;

To check what all the values are when doing a 2 finger pinch. make sure neither zoomSpeed or Time.deltaTime are 0 only other thing I can think of, is its not using finger index 0 and 1 for some reason. You can also add some debug logs, to make sure the distance is actually changing , just log the distance. Tat should help you track down the issue.

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