Movement along with touch of finger

I have script which I use to move my character along the Y axis with the touch of finger. The problem is I don’t want a secondary effect that comes with it.

if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Moved) {
			if((fp.y - myPos.y) < 1)
			{
			myPos = transform.position;
			Touch touch = Input.GetTouch(0);
			fp = Camera.main.ScreenToWorldPoint(new Vector2(touch.position.x, touch.position.y));
			myPos.y = fp.y;
			transform.position = Vector3.Slerp(transform.position,myPos,Time.deltaTime*myvelocity*sFac );
			}
			//transform.position = new Vector3(myPos.x,
//			                                 Mathf.SmoothStep(myPos.y, fp.y, Time.deltaTime*4),0);
		}

Alright so the problem is that when I touch anywhere on the screen it instantly transfers player at that Y point. Which is kind of not what I want, I want user to at least click near the Y point of player (not on the player but anywhere on screen) and drag the finger up-down to move the player.

I tried putting up a condition before the Slerp
if((fp.y - myPos.y)<2)
{
//slerp
}
else
{
//nothing
}

but obviously it doesn’t work, someone with more experience on Touch inputs might be able to clear this up. Thanks guys.

The problem might be that you are setting a lerp position in the update function. You should be using a coroutine (or any other equivalent) instead. Whenever you detect the touch, get the position and start the coroutine that lerps your transform.position (you are doing that fine, just move it to a corountine). You just have to remember to update the target position and the time of the lerp within the coroutine.

use itween instead