How to use Android input

I am trying to make a mouse look script that uses android input not mouse inout can some one help me please thanks in advanced. Here is my mouse look script

using UnityEngine;
using System.Collections;
 
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
 
/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule
 
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
 
    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;
 
    public float minimumX = -360F;
    public float maximumX = 360F;
 
    public float minimumY = -60F;
    public float maximumY = 60F;
 
    float rotationX = 0F;
    float rotationY = 0F;
 
    Quaternion originalRotation;
 
    void Update ()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            // Read the mouse input axis
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
 
            rotationX = ClampAngle (rotationX, minimumX, maximumX);
            rotationY = ClampAngle (rotationY, minimumY, maximumY);
 
            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
 
            transform.localRotation = originalRotation * xQuaternion * yQuaternion;
        }
        else if (axes == RotationAxes.MouseX)
        {
            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
            rotationX = ClampAngle (rotationX, minimumX, maximumX);
 
            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            transform.localRotation = originalRotation * xQuaternion;
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = ClampAngle (rotationY, minimumY, maximumY);
 
            Quaternion yQuaternion = Quaternion.AngleAxis (-rotationY, Vector3.right);
            transform.localRotation = originalRotation * yQuaternion;
        }
    }
 
    void Start ()
    {
        // Make the rigid body not change rotation
        if (rigidbody)
            rigidbody.freezeRotation = true;
        originalRotation = transform.localRotation;
    }
 
    public static float ClampAngle (float angle, float min, float max)
    {
        if (angle < -360F)
            angle += 360F;
        if (angle > 360F)
            angle -= 360F;
        return Mathf.Clamp (angle, min, 
      }
}

Please help this post might be posted out late but please help I am stuck if you help you will be a LEGEND for ever and ever

Hi
this script takes mouse input but android takes touch input so
you have to change this script to touch input

hope this might help.

using UnityEngine;
using System.Collections;

[AddComponentMenu(“Camera-Control/Touch Look”)]
public class TouchLook : MonoBehaviour {

public float sensitivityX = 5.0f;
public float sensitivityY = 5.0f;

public bool invertX = false;
public bool invertY = false;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
    if (Input.touches.Length > 0)
    {
        if (Input.touches[0].phase == TouchPhase.Moved)
        {
            Vector2 delta = Input.touches[0].deltaPosition;
            float rotationZ = delta.x * sensitivityX * Time.deltaTime;
            rotationZ = invertX ? rotationZ : rotationZ * -1;
            float rotationX = delta.y * sensitivityY * Time.deltaTime;
            rotationX = invertY ? rotationX : rotationX * -1;

            transform.localEulerAngles += new Vector3(rotationX, rotationZ, 0);
        }
    }
}

}