Reputation: 4878
I develop a game that need user to have a single touch to draw over to link multiple objects. Currently using mouse button as touch input with this code:
if(Input.GetButton("Fire1"))
{
mouseIsDown = true;
...//other codes
}
It works fine with mouse but it will give me problem when I compile it for multi touch device. In multitouch device, if you have 2 fingers down, the middle point will be taken as the input. But if I already touch an object then with second finger down to screen, it will mess up my game input and give me havoc design.
What I want is to limit it to 1 touch only. If the second finger come touching, ignore it. How can I achieve that?
Upvotes: 1
Views: 1819
Reputation: 124
I would roll with a bit of polling!
so in your Update() I typically do something like this:
foreach (Touch touch in Input.touches)
{
// Get the touch id of the current touch if you're doing multi-touch.
int pointerID = touch.fingerId;
if (touch.phase == TouchPhase.Began)
{
// Do something off of a touch.
}
}
If you're looking for more info check this out: TouchPhases in Unity
Upvotes: -1
Reputation: 125245
Below is all you need:
if ((Input.touchCount == 1) && (Input.GetTouch (0).phase == TouchPhase.Began)) {
mouseIsDown = true;
...//other codes
}
It will only fire when one finger is on the screen because of Input.touchCount == 1
Upvotes: 2
Reputation: 535
You are using Input.GetButton. A button is not a touch. You probably want to look at Input.GetTouch
If you need to support multiple input-type devices, you may want to consider scripting your own manager to abstract this out somewhat.
Upvotes: 0