Swipe Script Crashes on Android, Not iOS

I’m porting my game to Android and for some reason this script which works fine on iOS crashes when I run it on Android. I’ve combed over it and docs online to no avail and thought I’d post it here to see if anyone out there has seen something similar:

using UnityEngine;
using System.Collections;

public class ArenaSwipe : MonoBehaviour {
    public float comfortZone = 70.0f;
    public float minSwipeDist = 14.0f;
    public float maxSwipeTime = 0.5f;
	public float swipeTime;
	public float swipeValueX;
	public float swipeValueY;	
	public float swipeDistX;
	public float swipeDistY;	

    private Vector2 startPos;
	private GameObject player;

    static public float lastSwipeTime;	
	
	void Start(){
		player = GameObject.Find("fighter");		
	}
	
	void Update () {
	
	if (Input.touchCount > 0) 
        {
            Touch touch = Input.touches[0];
            switch (touch.phase) 
            {
               case TouchPhase.Began:
                    startPos = touch.position;
                    break; 
               case TouchPhase.Ended:
                    swipeDistY = (new Vector3(0, touch.position.y, 0) - new Vector3(0, startPos.y, 0)).magnitude;
                    swipeDistX = (new Vector3(0, touch.position.x, 0) - new Vector3(0, startPos.x, 0)).magnitude; 
					if (swipeDistX > minSwipeDist | swipeDistY > minSwipeDist){
					if (swipeDistY > swipeDistX)
						{
                        swipeValueY = Mathf.Sign(touch.position.y - startPos.y);
                        if (swipeValueY > 0) 
							{
								MovePlayer.move = "up";
								player.SendMessage("Move");
							} else {
								MovePlayer.move = "down";
								player.SendMessage("Move");
						}
                        } else {
                        swipeValueX = Mathf.Sign(touch.position.x - startPos.x);
	                       if (swipeValueX > 0) 
							{
								MovePlayer.move = "right";
								player.SendMessage("Move");
							}
                            else
							{
								MovePlayer.move = "left";
								player.SendMessage("Move");
							}
					}
			Debug.Log ("X:"+swipeDistX+" Y:"+swipeDistY);				
			
       		}	
				break;
	}
}
	}
}

The level loads fine, the moment you touch the screen it craps out. I can disable just this script on the page and all other touch functions work fine - I run adb logcat and it reveals nothing - just that the app crashed, as you can see below…app is called com.hellofuture.app

D/SensorService(  735): SensorDevice::activating sensor handle=0 ns=200000000 
I/SurfaceFlinger(  217): id=3804 Removed TurfaceView (-2/7)
I/ActivityManager(  735): Process **com.hellofuture.app** (pid 23819) (adj 0) has died.
E/Sensors (  735): Mag old sensor_state 133, new sensor_state : 129 en : 0
D/SensorService(  735): SensorDevice::activating sensor handle=1 ns=20000000 
W/ContextImpl(  735): Calling a method in the system process without a qualified user: android.app.ContextImpl.sendBroadcast:1323 com.android.server.am.ActivityManagerService.cleanUpApplicationRecordLocked:12344 com.android.server.am.ActivityManagerService.handleAppDiedLocked:3566 com.android.server.am.ActivityManagerService.appDiedLocked:3670 com.android.server.am.ActivityManagerService$AppDeathRecipient.binderDied:981 
W/ActivityManager(  735): Force removing ActivityRecord{43791648 u0 com.hellofuture.app/com.unity3d.player.UnityPlayerNativeActivity}: app died, no saved state

If anyone can give me any ideas, I’d appreciate them greatly! Don’t understand why this works just fine on iOS but not Android…

Thanks…Chris

Try using

Touch touch = Input.GetTouch(0);

or replace all touch with Input.GetTouch(0).

I always use this and had no problems with inputs on Android so far.