How to move gameobject with touch on Android

| | August 4, 2015

I’m trying to make a game where you control a character via touch on Android devices.

The player will have two degrees of movement.

When you touch the touch screen and move your finger, the game object should move to your finger’s location and follow your finger as you move it.

Here is an example of what I’m trying to do: (@ 1:02).

I already know I need to use Input.touches.

I’ve tried using Transform.translate and Vector3.Lerp, neither gave me the results I wanted.

Here is some of the code I’ve tried using:

#pragma strict

var speed : float = 1;

function Start () {


function Update () {
    if (Input.touchCount > 0 && 
        Input.GetTouch(0).phase == TouchPhase.Moved) {

        // Get movement of the finger since last frame
        var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;

        var touchPosition:Vector3;


        // Move object across XY plane
        transform.position = Vector3.Lerp(transform.position,


3 Responses to “How to move gameobject with touch on Android”

  1. The script does the same using Vector3.Lerp and at a constant speed regardless of the distance between the two points..

    using UnityEngine;
    using System.Collections;
    public class TapToMove : MonoBehaviour {
    //flag to check if the user has tapped / clicked. 
    //Set to true on click. Reset to false on reaching destination
    private bool flag = false;
    //destination point
    private Vector3 endPoint;
    //alter this to change the speed of the movement of player / gameobject
    public float duration = 50.0f;
    //vertical position of the gameobject
    private float yAxis;
    void Start(){
        //save the y axis value of gameobject
        yAxis = gameObject.transform.position.y;
    // Update is called once per frame
    void Update () {
        //check if the screen is touched / clicked   
        if((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
            //declare a variable of RaycastHit struct
            RaycastHit hit;
            //Create a Ray on the tapped / clicked position
            Ray ray;
            //for unity editor
            #if UNITY_EDITOR
            ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            //for touch device
            #elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
            ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
            //Check if the ray hits any collider
            if(Physics.Raycast(ray,out hit))
                //set a flag to indicate to move the gameobject
                flag = true;
                //save the click / tap position
                endPoint = hit.point;
                //as we do not want to change the y axis value based on touch position, reset it to original y axis value
                endPoint.y = yAxis;
        //check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
        if(flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)){ //&& !(V3Equal(transform.position, endPoint))){
            //move the gameobject to the desired position
            gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1/(duration*(Vector3.Distance(gameObject.transform.position, endPoint))));
        //set the movement indicator flag to false if the endPoint and current gameobject position are equal
        else if(flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
            flag = false;
            Debug.Log("I am here");

    You can refer this link for more info

  2. I imagine you’re working with an ortographic camera. With them, the position of the elements work with the X and Y elements defining the position on screen and the Z element defining its depth.

    Check this link on how to use DeltaPosition: Input.GetTouch

  3. I think you need to translate screen to world space.


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