0 votes

I haven't done any android testing, so I don't know if the answer of my question is in the device interaction or not but...

I've noticed that InputEventScreenTouch doesn't echo. InputEventScreenDrag only echo's while the mouse is moving. I don't know how I would register someone holding their finger down on the screen (while not moving it) without having Godot use the emulate_mouse_from_touch in the project settings, and then using InputEventMouse

What's the proper way this (ScreenTouch echo) is achieved?

Godot version 3.3
in Engine by (363 points)

1 Answer

0 votes

This is what I've used:

func _input(event):
if event is InputEventMouseButton:
    if event.button_index == BUTTON_LEFT and not event.pressed:
        _mousedown = false
        if _mousedown == false:
            _last_position = get_global_mouse_position()
        _mousedown = true

This lets me move a spaceship

by (2,055 points)

Does this mean you're using emulate_touch_from_mouse? (In the Godot project settings.)

I do.
Both emulate_touch_from_mouse & emulate_mouse_from_touch are set to on. I don't know if they are both required, but it works with those settings for me.

The video was recorded on an Android phone. I've not tested it on an iPhone.

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