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Question by RosenC · Mar 31, 2017 at 02:41 PM · c#multitouchdraggingfingerid

Multitouch drag object for an Airhockey game

Hi, I am a beginner in Unity. I have looked through a lot of answers related to this problem. But somehow the scripts does not work for me. So please help me out!

Should I use the same script to attach to the two mallets for the game? Here is a script I wrote with reference to others.

 public GameObject player1;
 public GameObject player2;
 //A modifier which affects the rackets speed
 public float speed;
 //Fraction defined by user that will limit the touch area
 public int frac;

 //Private Variables
 private float fracScreenWidth;
 private float fracScreenHeight;
 private float widthMinusFrac;
 private float heightMinusFrac;
 private Vector2 touchCache;
 private Vector3 player1Pos;
 private Vector3 player2Pos;
 private bool touched = false;
 private int screenHeight;
 private int screenWidth;
 // Use this for initialization
 void Start () 
 {
     //Cache called function variables
     screenHeight = Screen.height;
     screenWidth = Screen.width;
     fracScreenWidth = screenWidth / frac;
     widthMinusFrac = screenWidth - fracScreenWidth;
     fracScreenHeight = screenHeight/frac;
     heightMinusFrac = screenHeight - fracScreenHeight;
     player1Pos = player1.transform.position;
     player2Pos = player2.transform.position;
 }

 // Update is called once per frame
 void Update () 
 {
     //If running game in editor
     #if UNITY_EDITOR
     //If mouse button 0 is down
     if(Input.GetMouseButton(0))
     {
         //Cache mouse position
         Vector3 mouseCache = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         //If mouse x position is less than or equal to a fraction of the screen width
         if (mouseCache.z <= fracScreenHeight)
         {
             player1Pos = new Vector3(mouseCache.x, 0f, mouseCache.z);
         }
         //If mouse x position is greater than or equal to a fraction of the screen width
         if(mouseCache.z >= heightMinusFrac)
         {
             player2Pos = new Vector3(mouseCache.x, 0f, mouseCache.z);
         }
         //Set touched to true to allow transformation
         touched = true;
     }
     #endif
     //If a touch is detected
     if (Input.touchCount >= 1)
     {
         //For each touch
         foreach (Touch touch in Input.touches)
         {

             //Cache touch position
             Ray ray = Camera.main.ScreenPointToRay(touch.position);

// touchCache = Camera.main.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast (ray, out hit, 100)) { //If touch x position is less than or equal to a fraction of the screen width if (touchCache.x <= fracScreenWidth) { transform.position = touch.position; // player1Pos = new Vector3(touchCache.x, touchCache.y, touchCache.y); } //If mouse x position is greater than or equal to a fraction of the screen width if(touchCache.x >= widthMinusFrac) { transform.position = touch.position; // player2Pos = new Vector3(touchCache.x, touchCache.y, touchCache.y); } }

         }
         touched = true;
     }
 }

 //FixedUpdate is called once per fixed time step
 void FixedUpdate()
 {
     if (touched)
     {
         //Transform rackets
         player1.transform.position = player1Pos;
         player2.transform.position = player2Pos;
         touched = false;
     }
 }

Is there a simple sample solution that I can refer to? Thank you so much!

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