How to draw a straight line using the finger position for android

I want to draw a straight line and i want these line to continue drawing to the end

@username

This Will Work Like:

  1. If the touch is a new one, we create
    a new trail and associate it to the
    finger via the dictionary.
  2. When the finger moves, if we have a
    trail associated to it, we also move
    the trail’s game object.
  3. When the finger is released, we
    destroy the trail.

You can Download Trail GameObject from here.[91303-trail.zip*_|91303]

add a new member that will contain the association between a finger and a trail:

private Dictionary<int, GameObject> trails = new Dictionary<int, GameObject>();

Then, inside Update() Look for all fingers and Make a line.

using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;

public class MakingTrail : MonoBehaviour
{
    private readonly Dictionary<int, GameObject> _trails = new Dictionary<int, GameObject>();
    [NotNull, SerializeField] private GameObject _trailPrefab;

    private void Update()
    {
        // Look for all fingers
        for (var i = 0; i < Input.touchCount; i++)
        {
            var touch = Input.GetTouch(i);

            if (touch.phase == TouchPhase.Began)
            {
                // Store this new value
                if (_trails.ContainsKey(i) == false)
                {
                    var position = Camera.main.ScreenToWorldPoint(touch.position);
                    position.z = 0; // Make sure the trail is visible

                    var trail = MakeTrail(position);

                    if (trail != null)
                    {
                        Debug.Log(trail);
                        _trails.Add(i, trail);
                    }
                }
            }
            else if (touch.phase == TouchPhase.Moved)
            {
                // Move the trail
                if (_trails.ContainsKey(i))
                {
                    var trail = _trails*;*

Camera.main.ScreenToWorldPoint(touch.position);
var position = Camera.main.ScreenToWorldPoint(touch.position);
position.z = 0; // Make sure the trail is visible

trail.transform.position = position;
}
}
else if (touch.phase == TouchPhase.Ended)
{
// Clear known trails
if (_trails.ContainsKey(i))
{
var trail = _trails*;*

// Let the trail fade out
Destroy(trail, trail.GetComponent().time);
_trails.Remove(i);
}
}
}
}

///


/// Create a new trail at the given position
///

///
///
public GameObject MakeTrail(Vector3 position)
{
var trail = Instantiate(_trailPrefab);
trail.transform.position = position;

return trail;
}
}
_*