* SOLVED * Convert Input.GetAxis("Horizontal") to Touch Drag with Width Control

public float speed = 100;
public Rigidbody2D rb;

``````public void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");

if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Touch touch = Input.touches[0];
h = touch.deltaPosition.x;
v = touch.deltaPosition.y;
}

//Move only if we actually pressed something
if ((h > 0 || v > 0) || (h < 0 || v < 0))
{
Vector3 tempVect = new Vector3(h, v, 0);
tempVect = tempVect.normalized * speed * Time.deltaTime;

//rb.MovePosition(rb.transform.position + tempVect);

Vector3 newPos = rb.transform.position + tempVect;
checkBoundary(newPos);
}
}

void checkBoundary(Vector3 newPos)
{
//Convert to camera view point
Vector3 camViewPoint = Camera.main.WorldToViewportPoint(newPos);

//Apply limit
camViewPoint.x = Mathf.Clamp(camViewPoint.x, 0.04f, 0.96f);
camViewPoint.y = Mathf.Clamp(camViewPoint.y, 0.07f, 0.93f);

//Convert to world point then apply result to the target object
Vector3 finalPos = Camera.main.ViewportToWorldPoint(camViewPoint);
rb.MovePosition(finalPos);
}
``````

SOLVED! I removed the Vertical control but this works really nice.
https://stackoverflow.com/questions/49726677/unity-2d-convert-input-getaxishorizontal-to-touch-drag-with-width-control

// Change this
Input.GetAxis(â€˜Horizontalâ€™);

``````// To this
CrossPlatformInputManager.GetAxis('Horizontal');
``````