How to rotate 3D AR object 360 degree using touch with vuforia ?

Hi
I am working with vuforia sdk in Unity…I have an AR Object.I need to rotate the object 360 Degrees(rotate all sides) by touch .How to rotate using C# script??

I used this script for rotation…But i cannot rotate 360 degree?? help me…

using UnityEngine;
using System.Collections;

public class Rotate : MonoBehaviour {
	public Bounds bounds;
	public float speed = 1.0F;
	// Use this for initialization
	void Start () {
		var collider = gameObject.GetComponent<BoxCollider> ();
		if (collider == null) {
			collider = gameObject.AddComponent<BoxCollider>();
			Debug.Log("No Collider is Detected");
		}
		bounds = collider.bounds;
		
	}
	
	// Update is called once per frame
	void Update () {
		
		if(Input.GetMouseButton(0)){
			if(bounds.size.magnitude > 0){
				var dtx = Input.GetAxis("Mouse X")*speed;
				var dty = Input.GetAxis("Mouse Y")*speed;
				var pivot = bounds.center;
				
				transform.RotateAround(pivot,Vector3.right,dtx);
				transform.RotateAround(pivot,Vector3.forward,dty);

			}
		}
	}
}

Thanks!!

I like to use Prime31’s TouchKit: GitHub - prime31/TouchKit: Gestures and input handling made sane for Unity
You can even register/append your own gestures and listen for them.

Register and listen for the panning gesture and then rotate your model over y, or you could orbit the camera like I did in the following code. You could modify it to rotate your object instead.

// main
public Transform cameraTransform;
public Transform cameraPivot;

// orbit settings
public Vector2 orbitSpeed = Vector2.one;
public bool orbitLockPoles = true;

protected TKPanRecognizer panRecognizer;
protected Vector2 orbitMultiplier = new Vector2(0.3f, 0.3f);

void Start() {
	panRecognizer = new TKPanRecognizer();
	panRecognizer.gestureRecognizedEvent += orbitGestureRecognizedHandler;
	TouchKit.addGestureRecognizer(panRecognizer);
}

private void orbitGestureRecognizedHandler(TKPanRecognizer recognizer) {
	float angle = recognizer.deltaTranslation.x * orbitMultiplier.x * orbitSpeed.x;
	cameraTransform.RotateAround(cameraPivot.position, Vector3.up, angle);

	angle = -recognizer.deltaTranslation.y * orbitMultiplier.y * orbitSpeed.y;

	if (orbitLockPoles) {
		float x = cameraTransform.eulerAngles.x;
		if (x <= 90) angle = Mathf.Min(angle, 90 - x);
		if (x >= 270) angle = Mathf.Max(angle, 270 - x);
	}

	cameraTransform.RotateAround(cameraPivot.position, cameraTransform.right, angle);
}