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Question by DeskBear · Jul 10, 2019 at 03:28 PM · input

Making Dual Touch Input more lenient

Hi there,

I'm currently working on a dual tap mechanic for my mobile project and the current code that I'm using works but it requires both touches to be lifted simultaneously at the precise frame in order to function which to do consistently is inhuman.

  void Update()
 {
     if (Input.touchCount > 1)
     {
         Touch tOne = Input.GetTouch(0);
         Touch tTwo = Input.GetTouch(1);
         {
             if(tOne.phase == TouchPhase.Canceled && tOne.position.x < screenWidth && tTwo.phase == TouchPhase.Canceled && tTwo.position.x > screenWidth)
             {
                 print("Dual Tap");
             }
             else if (tOne.phase == TouchPhase.Canceled && tOne.position.x > screenWidth && tTwo.phase == TouchPhase.Canceled && tTwo.position.x < screenWidth)
             {
                 print("Dual Tap");
             }
         }
     }
 }

I want to make the input more forgiving for players to apply a dual touch input without it being so frame precise. I've tried looking into how touch.fingerId works, thinking that I need to store each finger used to create a function to cut some slack but there is not too much info for this with a quick google search so if anyone could help me on this it would be greatly appreciated!

PS: I was previously using TouchPhase.Ended but it seem to be not as responsive compared to Cancelled.

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