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Question by Puscky · Feb 16, 2020 at 01:20 PM · androidaddforcetouchscreen

InputGetMouseButton not working on touch

Hi, i`m trying to make an object(the player) moving upside when i hold my finger on the touchscreen of the phone(Android).I just have a big problem, if i try to use this code : void Update() { healthDisplay.text = health.ToString();
if(health<=0) { gameOver.SetActive(true); Destroy(gameObject); }

         if (Input.GetMouseButton(0))
         {
             rb.AddForce ( new Vector2(0, 45),ForceMode2D.Force);
 
         }
         else if (Input.GetMouseButtonUp(0))
                 {
             rb.velocity *= 0.55f;
           
         }
     }

It`s only working when i use it on the PC, when i put it on the phone it`s doing nothing. I found a code that`s working (not sure if it`s right):

 void Update()
     {
         healthDisplay.text = health.ToString();
         if (health <= 0)
         {
             gameOver.SetActive(true);
             Destroy(gameObject);
         }
 
         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began || Input.GetMouseButton(0))
         {
             
                 
              rb.velocity=new Vector2(rb.velocity.x,7);
              rb.velocity= new Vector2(rb.velocity.x, 7);
 
         }
         
         
     }

where i use rb.velocity twice, and it`s doing the job but not that smooth like the addforce.Can someone explain me why if i use the addforce on my phone it`s not working? Or how can i do something to get the same result?

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avatar image JPhilipp · Feb 16, 2020 at 03:03 PM 0
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Your first example only works on the PC because you don't check for Input.touchCount. In your second example you do check for it; why don't you use AddForce in that second example, too, then? (Setting the velocity directly is usually not the right approach for smooth, physically looking rigidbodies.)

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Answer by Steve-OTheValks · Feb 16, 2020 at 03:12 PM

In addition to @JPhilipp comment, your "if" condition needs some parenthesis adding...

 if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || Input.GetMouseButton(0))


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Answer by Puscky · Feb 16, 2020 at 07:26 PM

Ok, i did what @JPhilipp said + the parenthesis that you said and still same result, on pc it works but when i put it on the phone it`s not...

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avatar image Steve-OTheValks · Feb 16, 2020 at 08:18 PM 0
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Are you testing it through the Editor or by building it to phone? Sometimes it can be laggy if testing through editor. Try doing a full build to your phone and test it there. If still the same post your revised code so people can take a look.

avatar image Puscky Steve-OTheValks · Feb 16, 2020 at 10:08 PM 0
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I always build it to phone because my remote 5 doesn`t show anything, but still same thing. This is the code i used: void Update() {

         if (health <= 0)
         {
             gameOver.SetActive(true);
             Destroy(gameObject);
         }
 
         if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || Input.Get$$anonymous$$ouseButton(0))
             {
 
 
             rb.AddForce(new Vector2(0, 45), Force$$anonymous$$ode2D.Force);
 
         }
 
 
     }

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