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Unity 2020 Mobile Game Development

You're reading from   Unity 2020 Mobile Game Development Discover practical techniques and examples to create and deliver engaging games for Android and iOS

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781838987336
Length 464 pages
Edition 2nd Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (14) Chapters Close

Preface 1. Building Your Game 2. Project Setup for Android and iOS Development FREE CHAPTER 3. Mobile Input/Touch Controls 4. Resolution-Independent UI 5. Advertising Using Unity Ads 6. Implementing In-App Purchases 7. Getting Social 8. Keeping Players Involved with Notifications 9. Using Unity Analytics 10. Making Your Title Juicy 11. Game Build and Submission 12. Augmented Reality 13. Other Books You May Enjoy

Moving using touch controls

Unity's Input engine has a property called Input.touches, which is an array of Touch objects. The Touch struct contains information on the touch that occurred, having information such as the amount of pressure on the touch and how many times you tapped the screen. It also contains the position property, such as Input.mousePosition, that will tell you what position the tap occurred at, in pixels.

For more info on the Touch struct, check out https://docs.unity3d.com/ScriptReference/Touch.html.

Let's look at the steps to use touch instead of mouse inputs:

  1. Adjust our preceding code to look something like the following:
//Check if Input has registered more than zero touches
if (Input.touchCount > 0)
{
//Store the first touch detected.
Touch touch = Input.touches[0];

// Converts to a 0 to 1 scale
var worldPos = Camera.main.ScreenToViewportPoint
(touch.position);

float xMove = 0;

// If we press the...
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