but gets the job done /EDIT My input emulator script/plugin will do the trick It’ll populate a static class called _Input with all of the relevant touches as well as inject the Mouse as a fingerId 100 when appropriate. Haven’t published it yet officially so expect some bugs here n’ there. It relies on one function from a stripped down copy of VectorExtensions as well. Because all of this runs in Plugins it should play nicely with any JS outside of plugins as well. How to use: Drop in scene somewhere. Any where you used Input.touches simply replace with _Input.touches. Doesn’t support Input.GetTouch(int) simply because I never use it, you can avoid conversions later. Definitely room for improvement, Fenrisul November 11, 10:48pm 4 EDIT: I totally misread this lol. Unity will understand “Mouse” on iOS/Android as the Average of All Touches. However OnMouseUp and OnMouseDown do not function on mobile platforms. What I wrote before // below is actually a pretty decent method for coding using Touches from the start. If you only make use of the _Input class for detecting touches, adding it shouldn’t be hard though 741061–27059–$InputEmulator.cs (4.8 KB) 741061–27060–$VectorExtensions.cs (516 Bytes) ,。
2011。
