I want to detect click/touch event on my gameObject 2D.
And this is my code:
void Update()
{
if (Input.touchCount > 0)
{
Debug.Log("Touch");
}
}
Debug.Log("Touch");
does not show when I click on screen or my gameObject.
I want to detect click/touch event on my gameObject 2D.
And this is my code:
void Update()
{
if (Input.touchCount > 0)
{
Debug.Log("Touch");
}
}
Debug.Log("Touch");
does not show when I click on screen or my gameObject.
Short answer: yes, touch may be handled with Input.GetMouseButtonDown()
.
Input.GetMouseButtonDown()
, Input.mousePosition
, and associated functions work as tap on the touch screen (which is kind of odd, but welcome). If you don't have a multi-touch game, this is a good way to keep the in-editor game functioning well while still keeping touch input for devices. (source: Unity Community)
Mouse simulation with touches can be enabled/disabled with Input.simulateMouseWithTouches
option. By default, this option is enabled.
Though it is good for testing, I believe Input.GetTouch()
should be used in production code (because it is able to handle simultaneous touches).
Interesting approach is to add touch handling to OnMouseUp()
/OnMouseDown()
event:
// OnTouchDown.cs
// Allows "OnMouseDown()" events to work on the iPhone.
// Attach to the main camera.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class OnTouchDown : MonoBehaviour {
void Update () {
// Code for OnMouseDown in the iPhone. Unquote to test.
RaycastHit hit = new RaycastHit();
for (int i = 0; i < Input.touchCount; ++i)
if (Input.GetTouch(i).phase.Equals(TouchPhase.Began)) {
// Construct a ray from the current touch coordinates
Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(i).position);
if (Physics.Raycast(ray, out hit))
hit.transform.gameObject.SendMessage("OnMouseDown");
}
}
}
(source: Unity Answers)
UPD.: There is Unity Remote mobile app for simulating touching in editor mode (works with Unity Editor 4 and Unity Editor 5).
Input.GetMouseButtonDown()
to handle both: mouse and touch events. But you can use Input.touchCount
(and functions related to touch) only for touch-events. –
Spiegel Input.GetMouseButtonDown
is restricted to 3 touches (corresponding to 2 mouse buttons). and with Input.GetTouch
we're able to handle more touches (usually consumer devices support up to 10 simultaneous touches). –
Spiegel From what I understand the Unity player does not allow you to trigger touch events, only mouse events.
But you can simulate fake touch events based on the mouse events, as explained in this blog post: http://2sa-studio.blogspot.com/2015/01/simulating-touch-events-from-mouse.html
void Update () {
// Handle native touch events
foreach (Touch touch in Input.touches) {
HandleTouch(touch.fingerId, Camera.main.ScreenToWorldPoint(touch.position), touch.phase);
}
// Simulate touch events from mouse events
if (Input.touchCount == 0) {
if (Input.GetMouseButtonDown(0) ) {
HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Began);
}
if (Input.GetMouseButton(0) ) {
HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Moved);
}
if (Input.GetMouseButtonUp(0) ) {
HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Ended);
}
}
}
private void HandleTouch(int touchFingerId, Vector3 touchPosition, TouchPhase touchPhase) {
switch (touchPhase) {
case TouchPhase.Began:
// TODO
break;
case TouchPhase.Moved:
// TODO
break;
case TouchPhase.Ended:
// TODO
break;
}
}
The short answer is no, there is a unity remote android app (remote app) for simulating touching in editor mode. I think this maybe helpful.
The old android app was deprecated. go to related document for further information, and it now supports iOS and tvOS as well.
Late but this may help somebody :)
To detect touch and swipe (Mouse not detected in this example - and also just single touch)
Tested with Unity 5.6 on windows 8.1 (with touch screen) and android.
I think you should handle mouse click separately. And also i have no idea about ios.
bool isTouchMoved = false;
float touchMoveThreshold = .5f;
Vector3 posA, posB;
void handleTouch ()
{
if (Input.touchCount > 0) {
if (Input.GetTouch (0).phase == TouchPhase.Began) {
posA = Camera.main.ScreenToWorldPoint (Input.GetTouch (0).position);
} else if (Input.GetTouch (0).phase == TouchPhase.Moved) {
isTouchMoved = true;
} else {
posB = Camera.main.ScreenToWorldPoint (Input.GetTouch (0).position);
float dx = Mathf.Abs (posA.x - posB.x);
float dy = Mathf.Abs (posA.y - posB.y);
if (isTouchMoved && (dx > touchMoveThreshold || dy > touchMoveThreshold)) {
Debug.Log ("Swiped");
if (dx > dy) {
if (posA.x < posB.x) {
Debug.Log ("Left to Right");
} else {
Debug.Log ("Right to Left");
}
} else {
if (posA.y > posB.y) {
Debug.Log ("Top to Bottom");
} else {
Debug.Log ("Bottom to Top");
}
}
} else if (Input.GetTouch (0).phase == TouchPhase.Ended) {
Debug.Log ("Touched");
Vector2 pos2D = new Vector2 (posB.x, posB.y);
RaycastHit2D hit = Physics2D.Raycast (pos2D, Vector2.zero);
//RaycastHit2D hit = Physics2D.Raycast (Input.GetTouch (0).position, Vector2.zero);
if (hit.collider != null) {
Debug.Log ("Touched " + hit.collider.name);
}
}
isTouchMoved = false;
}
}
}
Note(1): To detect touch on GameObject you should add 2D collider on that GameObject.
Note(2): Put HandleTouch() in Update() function.
Update: To handle Mouse
Check this link:
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
if (hit.collider != null) {
Debug.Log ("CLICKED " + hit.collider.name);
}
}
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OnMouseDown()
in a Unity project (Unity 4.6 and Unity 5) has worked for me on my iphone – Ias