Moving two different objects at the same time with different fingers (multitouch)

Hi , I’m trying to move two objects at the same time each with a different finger. I am able to move just one at a time. Can somebody help me and point me to the right direction please? Thank you very much.

This is my code:

using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;

public class moveCircles : MonoBehaviour {

[SerializeField]
private Transform aPointer;

//Target object that will be rotating
private Transform targetObj;

//offsets to calculate right position
private float dummyOffset;
private float targetOffset;

//flag of mouse status. "True" means mouse be just pointed.
private bool mouseIsUp = true;

//Target obj that will be spined.
private Transform preObj;

public List<Transform> targetObjects = new List <Transform> ();

int maxTouch = 2;

void Update () { 
	
	var nbTouches = Input.touchCount;
	
	if (nbTouches > 0)
	{
		Touch myTouch = Input.GetTouch (0);
		Touch [] myTouches = Input.touches;
		for(var i = 0; i < Input.touchCount; i++)

		{

			//int fingerId = myTouch.fingerId; 
			var ray = Camera.main.ScreenPointToRay (myTouches*.position);*
  •   		RaycastHit hit;*
    
  •   		// If the Raycast hits circle 1 or 2*
    
  •   		if (Physics.Raycast (ray, out hit) && ((hit.transform.name == "circle1") ||  (hit.transform.name == "circle2"))) {* 
    
  •   			//Set target object and pre objec*
    
  •   			if ((hit.transform.name == "circle1") || (hit.transform.name == "circle2")) {*
    
  •   				targetObj = hit.transform;*
    
  •   			}*
    
  •   			aPointer.LookAt (hit.point);*
    
  •   			// If this is the initial mouse press:			*
    
  •   			if (mouseIsUp && (hit.transform.tag != "bkg")) {*
    
  •   				// set the angles of the pointer and the targetObj:*
    
  •   				dummyOffset = aPointer.eulerAngles.y;* 
    
  •   				targetOffset = targetObj.eulerAngles.y;*
    
  •   				mouseIsUp = false;*
    
  •   				//Set Current Object*
    
  •   				preObj = targetObj;*
    
  •   			} else if (preObj != null) {*
    
  •   				//In the case when circle1 or circle2 was pointed and is still pointed and moved.*
    
  •   				if (preObj.name == targetObj.name && mouseIsUp == false) {*
    
  •   					//Spinning!*
    
  •   					targetObj.eulerAngles = new Vector3 (0.0f, targetOffset + (aPointer.eulerAngles.y - dummyOffset), 0.0f);*
    
  •   				}*
    
  •   			}* 
    
  •   		}* 
    
  •   	}*
    
  •   }else if (!mouseIsUp){* 
    
  •   	mouseIsUp = true;*
    
  •   }*
    
  • }*
    }

I will try first with 2 separate ifs one for one touch instead of the for.