Keep reporting 5 touches "Stationary" if over 6?

This is a period of codes to test the touch read of iPhoneInput.

I’ve found if I put 6 fingers or over (ex: 10), the iPhoneInput.touchCount will be always 5, and the phases are “Stationary” even when there is no longer any finger touch on it.

Why? Is that a bug of Unity-iPhone 1.6?

	IEnumerator Thread_ReadTouch( TPCode t )
	{
		while ( bGameStill )
		{
			yield return null;

			if ( iPhoneInput.touchCount > 0 )
			{
				iPhoneTouch[] Touches = iPhoneInput.touches;

				Debug.Log( iPhoneInput.touchCount + ", "+ Touches.Length );

				for ( int i = 0; i < iPhoneInput.touchCount; i++ )
				{
					switch ( Touches[ i ].phase )
					{
						case iPhoneTouchPhase.Began:
							Debug.Log( "# Touch " + i + ", fid " + Touches[i].fingerId + ", Began" );
							break;

						case iPhoneTouchPhase.Moved:
							Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Moved" );
							break;

						case iPhoneTouchPhase.Stationary:
							Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Stationary" );
							break;

						case iPhoneTouchPhase.Canceled:
							Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Canceled" );
							break;

						case iPhoneTouchPhase.Ended:
							Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Ended" );
							break;
					}
				}
			}
		}
	}

The Iphone and touch support a max of five fingers.

The iPad supports upto 11?!??

No idea where the extra finger needs to come from but, I suspect that it’s
A) A man thing!
B) Not a finger at all cough

:smile:
I don’t need so many fingers, but it will caused bug that I cared. :frowning:

I have experienced the same issue. I understand it is being looked at by Unity support.

Maybe someone from Unity could confirm what is happening with this as its causing some issues.

thanks