Need Help With Unity iOS "touch" Code

I am new to unity and cannot figure out the code for simply dragging an object in unity with ios touch. I need to be able to touch and drag a game object in my 2D game. Any code help or tutorial links would be great. Thanks.

I found this on the net (cant remember the autor)
you need to tweak the public values in the inspector but it is working fine.

//content of DragObject.js

var normalCollisionCount = 1;

var moveLimit = .5;

var collisionMoveFactor = .01;

var addHeightWhenClicked = 0.0;

var freezeRotationOnDrag = true;

var cam : Camera;

private var myRigidbody : Rigidbody;

private var myTransform : Transform;

private var canMove = false;

private var yPos : float;

private var gravitySetting : boolean;

private var freezeRotationSetting : boolean;

private var sqrMoveLimit : float;

private var collisionCount = 0;

private var camTransform : Transform;

function Start () {

myRigidbody = rigidbody;

myTransform = transform;

if (!cam) {
    cam = Camera.main;
}
if (!cam) {
    Debug.LogError("Can't find camera tagged MainCamera");
    return;
}
camTransform = cam.transform;
sqrMoveLimit = moveLimit * moveLimit;   // Since we're using sqrMagnitude, which is faster than magnitude

}

function OnMouseDown () {
canMove = true;
myTransform.Translate(Vector3.up*addHeightWhenClicked);
gravitySetting = myRigidbody.useGravity;
freezeRotationSetting = myRigidbody.freezeRotation;
myRigidbody.useGravity = false;
myRigidbody.freezeRotation = freezeRotationOnDrag;
// yPos = myTransform.position.y;
}

function OnMouseUp () {

canMove = false;

myRigidbody.useGravity = gravitySetting;

myRigidbody.freezeRotation = freezeRotationSetting;

if (!myRigidbody.useGravity) {

    myTransform.position.y =  myTransform.position.y-addHeightWhenClicked;  //yPos-addHeightWhenClicked;

}

}

function OnCollisionEnter () {

collisionCount++;

}

function OnCollisionExit () {

collisionCount--;

}

function FixedUpdate () {

if (!canMove) return;

myRigidbody.velocity = Vector3.zero;

myRigidbody.angularVelocity = Vector3.zero;

// myTransform.position.y = yPos;

var mousePos = Input.mousePosition;

var move = cam.ScreenToWorldPoint(Vector3(mousePos.x, mousePos.y,  camTransform.position.y - myTransform.position.y))- myTransform.position;

// move.y = 0.0;

if (collisionCount > normalCollisionCount) {

    move = move.normalized*collisionMoveFactor;

}

else if (move.sqrMagnitude > sqrMoveLimit) {

    move = move.normalized*moveLimit;

}

myRigidbody.MovePosition(myRigidbody.position + new Vector3(move.x,move.y,0));

}

@script RequireComponent(Rigidbody)

Thanks, I’ll try it.