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Question by Qinect · Feb 26, 2014 at 08:30 PM · mobiletouchmultitouch

How to add multitouch?

I can't move sideways and jump at the same time. I've tried some techniques, but my scripting skills are still very low. If possible just say where should the needed code go and explain a little bit. Here is my code:

 using UnityEngine;
 using System.Collections;
 [RequireComponent(typeof (Rigidbody2D))]
 [RequireComponent(typeof(CircleCollider2D))]
 public class TouchControlsV2 : MonoBehaviour 
 {    
     // GUI textures
     public GUITexture guiLeft;
     public GUITexture guiRight;
     public GUITexture guiJump;    
     // Movement variables
     public float moveSpeed = 5f;
     public float oppMoveSpeed = -5f;
     public float jumpForce = 50f;
     public float maxJumpVelocity = 2f;    
     //public float tapCount = 2;
     // Movement flags
     private bool moveLeft, moveRight, doJump = false;
     void Update () 
     {
         if (Input.touchCount > 0)
         {
             Touch t = Input.GetTouch(0);
             if (t.phase == TouchPhase.Began)
             {
                 if (guiLeft.HitTest(t.position, Camera.main))
                 {
                     moveLeft = true;
                 }                
                 if (guiRight.HitTest(t.position, Camera.main))
                 {
                     moveRight = true;
                 }                
                 if (guiJump.HitTest(t.position, Camera.main))
                 {
                     doJump = true;
                 }
             }            
             if (t.phase == TouchPhase.Ended)
             {
                 doJump = moveLeft = moveRight = false;
             }
         }        
     }    
     void FixedUpdate()
     {
         if (moveLeft)
         {
             rigidbody2D.velocity = new Vector2 (oppMoveSpeed, rigidbody2D.velocity.y);
         }        
         if (moveRight)
         {
             rigidbody2D.velocity = new Vector2 (moveSpeed, rigidbody2D.velocity.y);
         }    
         if (doJump)
         {
             if (rigidbody2D.velocity.y < maxJumpVelocity)
             {
                 rigidbody2D.AddForce(Vector2.up * jumpForce);
             } 
             else
             {
                 doJump = false;
             }
         }
     }
 }
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Answer by Qinect · Feb 27, 2014 at 03:57 PM

Nevermind, I fixed it.

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avatar image perchik · Feb 27, 2014 at 03:57 PM 0
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While that may be good enough for you, can you please elaborate so that other people with the same question can solve it?

avatar image jazun33 · Mar 25, 2014 at 06:46 PM 0
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Yes please let us know how you did it.

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