2d swipe control not working.

Hey, I’ve been making a game and the last thing I needed to do was the swipe controls, I thought it was going to be easy because unity will have something implemented for us, but no, It is way harder than I thought so I had to follow a tutorial. what ended up happening is that my code isn’t working, but I know the tutorial is good just that there is a problem in the code I wrote from the video (the video didn’t have a copy of the code linked). What my code looks like now:

private bool tap, swipeLeft, swipeRight, swipeUp, swipeDown, isDraging;
    private Vector2 startTouch, swipeDelta;
    private float moveSpeed = 1.5f;

    private void Update()
    {
        tap = swipeLeft = swipeRight = swipeUp = swipeDown = isDraging = false;

        


        #region Standalone Input 
        //click
        if (Input.GetMouseButtonDown(0))
        {
            tap = true;
            isDraging = true;
            startTouch = Input.mousePosition;
        }
        //release
        else if (Input.GetMouseButtonUp(0))
        {
            isDraging = false;
            Reset();
        }



        #endregion

        #region Moblie Inputs
        if(Input.touches.Length > 0)
        {
            if(Input.touches[0].phase == TouchPhase.Began)
            {
                isDraging = true;
                tap = true;
                startTouch = Input.touches[0].position;
            }
            else if(Input.touches[0].phase == TouchPhase.Ended || Input.touches[0].phase == TouchPhase.Canceled)
            {
                isDraging = false;
                Reset();
            }

        }


        #endregion

        #region Swipe Check
        swipeDelta = Vector2.zero;
        if (isDraging)
        {
            if (Input.touches.Length > 0)
            {
                swipeDelta = Input.touches[0].position - startTouch;
            }
            else if (Input.GetMouseButton(0))
            {
                swipeDelta = new Vector2(Input.mousePosition.x, Input.mousePosition.y) - startTouch;
            }
        }
        Debug.Log(swipeDelta);
        if (swipeDelta.magnitude > 125)
        {
            //which direction are we swiping in
            float x = swipeDelta.x;
            float y = swipeDelta.y;
            if(Mathf.Abs(x) > Mathf.Abs(y))
            {
                //left or right
                if(x < 0)
                {
                    swipeLeft = true;
                }
                else
                {
                    swipeRight = true;
                }

            }
            else
            {
                //up or down
                if(y < 0)
                {
                    swipeDown = true;
                }
                else
                {
                    swipeUp = true;
                }
            }


            Reset();
        }
        #endregion

the swipeDelta is always 0.0, 0.0. The startTouch is working fine and showing the position of the click. I have no idea what could be wrong here, I’ve checked the code a few times now, haven’t found anything suspicious yet.

tap = swipeLeft = swipeRight = swipeUp = swipeDown = isDraging = false;

Using this at the start of the Update make the variable isDraging every frame to false… so your code can’t works correctly because swipeDelta will be always equals to Vector2.zero!

If I can recommend a good plugin to manage gestures, I recommend you use LeanTouch. I used it in all my games… the management is pretty easy!