Make sphere shoot to Touch.position error

So after an unapproved question, I’ll ask this differently, as i don’t understand, while i get various google results and tried multiple thing to fix this, my code still gets this error message.

error CS0120: An object reference is required to access non-static member `UnityEngine.Touch.position’

I have tried changing Touch.position to touch.position but this produces another error.
I have tried putting in GetComponent in various places put i don’t even know if it’s what i ment to be doing.

If someone could help me out without just sending me to generic search results that would be amazing. My goal is just to have the projectile shoot toward to touch location.

This script is attached to the main camera, with a sphere as the projectile.

I’m sure this will serve well for others for a bread crumb to do the same.

     using UnityEngine;
 
     using System.Collections;
 
     public class Shoot : MonoBehaviour
   {
 
     public Rigidbody projectile;
     void Update() 
         {
             int i = 0;
             if (Input.touchCount > i)
             {
                 if (Input.GetTouch(i).phase == TouchPhase.Began)
                     {
                 Touch touch;
                 touch = Camera.main.ScreenPointToRay (Touch.position);
                 Rigidbody clone;
                 clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody;
                 clone.velocity = transform.TransformDirection(touch);
             
                         ++i;
                     }
             }
 
         }
 }

Not use line “Touch touch;”. Use Ray and see changing code below:

 void Update() {
  //Why do you create variable "i". Doing code without "i"
  if (Input.touchCount > 0) {
   if (Input.GetTouch(0).phase == TouchPhase.Began) {
    //Use Ray for direction and right call touch event
    Ray ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
    Rigidbody clone;
    clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody;
    //Right direction from ray
    clone.velocity = transform.TransformDirection(ray.direction);
   }
  }
 }

I hope that it will help you.