index | The touch input on the device screen. |
Touch Touch details in the struct.
Call Input.GetTouch to obtain a Touch struct.
Input.GetTouch returns Touch for a selected screen touch (for example, from a finger or stylus). Touch describes the screen touch. The index argument selects the screen touch.
Input.touchCount provides the current number of screen touches. If Input.touchCount is greater than zero, the GetTouch index sets which screen touch to check. Touch returns a struct
with the screen touch details. Each extra screen touch uses an increasing Input.touchCount.
GetTouch returns a Touch struct. Use zero to obtain the first screen touch. As an example, Touch includes position in pixels.
No temporary variables are allocated.
#pragma strict // Input.GetTouch example. // // Attach to an origin based cube. // A screen touch moves the cube on an iPhone or iPad. // A second screen touch reduces the cube size. private var position: Vector3; private var width: float; private var height: float; function Awake() { width = floatScreen.width / 2.0f; height = floatScreen.height / 2.0f; // Position used for the cube. position = new Vector3(0.0f, 0.0f, 0.0f); } function OnGUI() { // Compute a fontSize based on the size of the screen width. GUI.skin.label.fontSize = int(Screen.width / 25.0f); GUI.Label(new Rect(20, 20, width, height * 0.25f), "x = " + position.x.ToString("f2") + ", y = " + position.y.ToString("f2")); } function Update() { // Handle screen touches. if (Input.touchCount > 0) { var touch: Touch = Input.GetTouch(0); // Move the cube if the screen has the finger moving. if (touch.phase == TouchPhase.Moved) { var pos: Vector2 = touch.position; pos.x = (pos.x - width) / width; pos.y = (pos.y - height) / height; position = new Vector3(-pos.x, pos.y, 0.0f); // Position the cube. transform.position = position; } if (Input.touchCount == 2) { touch = Input.GetTouch(1); if (touch.phase == TouchPhase.Began) { // Halve the size of the cube. transform.localScale = new Vector3(0.75f, 0.75f, 0.75f); } if (touch.phase == TouchPhase.Ended) { // Restore the regular size of the cube. transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } } } }
using UnityEngine; using System.Collections; using UnityEngine.iOS;
// Input.GetTouch example. // // Attach to an origin based cube. // A screen touch moves the cube on an iPhone or iPad. // A second screen touch reduces the cube size.
public class ExampleClass : MonoBehaviour { private Vector3 position; private float width; private float height;
void Awake() { width = (float)Screen.width / 2.0f; height = (float)Screen.height / 2.0f;
// Position used for the cube. position = new Vector3(0.0f, 0.0f, 0.0f); }
void OnGUI() { // Compute a fontSize based on the size of the screen width. GUI.skin.label.fontSize = (int)(Screen.width / 25.0f);
GUI.Label(new Rect(20, 20, width, height * 0.25f), "x = " + position.x.ToString("f2") + ", y = " + position.y.ToString("f2")); }
void Update() { // Handle screen touches. if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0);
// Move the cube if the screen has the finger moving. if (touch.phase == TouchPhase.Moved) { Vector2 pos = touch.position; pos.x = (pos.x - width) / width; pos.y = (pos.y - height) / height; position = new Vector3(-pos.x, pos.y, 0.0f);
// Position the cube. transform.position = position; }
if (Input.touchCount == 2) { touch = Input.GetTouch(1);
if (touch.phase == TouchPhase.Began) { // Halve the size of the cube. transform.localScale = new Vector3(0.75f, 0.75f, 0.75f); }
if (touch.phase == TouchPhase.Ended) { // Restore the regular size of the cube. transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } } } } }
A second 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; } } } }
A third example:
#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); } } } } }