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Input.GetTouch

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public static method GetTouch(index: int): Touch;
public static Touch GetTouch(int index);

Description

Returns object representing status of a specific touch. (Does not allocate temporary variables).

GetTouch returns a Touch struct. As an example the Touch returned with the pressure.

#pragma strict
public var speed: float = 0.1F;
function Update() {
	if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {
		// Get movement of the finger since last frame
		var touchDeltaPosition: Vector2 = Input.GetTouch(0).deltaPosition;
		// Move object across XY plane
		transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float speed = 0.1F; void Update() { if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { // Get movement of the finger since last frame Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;

// Move object across XY plane transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0); } } }

Another example:

#pragma strict
public var projectile: GameObject;
public var clone: GameObject;
function Update() {
	for (var i: int = 0; i < Input.touchCount; ++i) {
		if (Input.GetTouch(i).phase == TouchPhase.Began)
			clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject;
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject projectile; public GameObject clone; void Update() { for (int i = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject; } } }
#pragma strict
public var particle: GameObject;
function Update() {
	for (var i: int = 0; i < Input.touchCount; ++i) {
		if (Input.GetTouch(i).phase == TouchPhase.Began) {
			// Construct a ray from the current touch coordinates
			var ray: Ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position);
			// Create a particle if hit
			if (Physics.Raycast(ray))
				Instantiate(particle, transform.position, transform.rotation);
		}
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject particle; void Update() { for (int i = 0; i < Input.touchCount; ++i) { if (Input.GetTouch(i).phase == TouchPhase.Began) { // Construct a ray from the current touch coordinates Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position); // Create a particle if hit if (Physics.Raycast(ray)) Instantiate(particle, transform.position, transform.rotation); } } } }

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