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Question by dnoparker · Sep 07, 2013 at 06:35 PM · raycasttouchmultitouch

Raycast for touch

public class FrontMenu : MonoBehaviour { private Ray ray;

 private RaycastHit hit;    
     
 void Update () {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit) && Input.GetMouseButtonDown(0) && hit.transform.name == "Play")
                 if(hit.transform.name == "Play")
                     Application.LoadLevel(1);
         
     
     }
 }

My game is set up in a fashion where I need to touch the screen in several different places at once, so I need to change what the raycast code I have been using (above) to a touch version that allows me to have multiple touches. Can anyone point me in the right direction on this?

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avatar image YoungDeveloper · Sep 07, 2013 at 06:38 PM 0
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Try casting the ray from touch point, ins$$anonymous$$d of screen point.

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Answer by CupOfMayo · Sep 07, 2013 at 06:47 PM

Change this:

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

To something like this:

Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position);

Btw i asked a simillar question a bit time ago ;) http://answers.unity3d.com/questions/516822/destroying-object-by-touch-on-android-js.html Howewer I can't be sure if that will work for c#, I am just giving you an idea of doing things :)

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Answer by codemaker2015 · Oct 05, 2020 at 12:07 PM

Try this one,

 void Update () {
         if ((Input.touchCount > 0) && (Input.GetTouch (0).phase == TouchPhase.Began)) {
             Ray raycast = Camera.main.ScreenPointToRay (Input.GetTouch (0).position);
             RaycastHit raycastHit;
             if (Physics.Raycast (raycast, out raycastHit)) {
                 Debug.Log ("Something Hit " + raycastHit.collider.name);
                 switch(raycastHit.collider.name) {
                     case "Level1": Debug.Log("Level1 selected"); break;
                     case "Level2": Debug.Log("Level2 selected"); break;
                     case "Level3": Debug.Log("Level3 selected"); break;
                     case "Level4": Debug.Log("Level4 selected"); break;
                     case "Level5": Debug.Log("Level5 selected"); break;
                     default: Debug.Log("Wrong level selection");
                 }
             }
         }
     }

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