The iPhoneInput.touchCount is 5 while more or no touch actually.

This is a period of codes to test the touch read of iPhoneInput.

I've found if I put 6 fingers or over (ex: 10), the iPhoneInput.touchCount will be always 5, and the phases are "Stationary" even when there is no longer any finger touch on it.

Why? Is that a bug of Unity-iPhone 1.6?

    IEnumerator Thread_ReadTouch( TPCode t )
    {
        while ( bGameStill )
        {
            yield return null;

            if ( iPhoneInput.touchCount > 0 )
            {
                iPhoneTouch[] Touches = iPhoneInput.touches;

                Debug.Log( iPhoneInput.touchCount + ", "+ Touches.Length );

                for ( int i = 0; i < iPhoneInput.touchCount; i++ )
                {
                    switch ( Touches[ i ].phase )
                    {
                        case iPhoneTouchPhase.Began:
                            Debug.Log( "# Touch " + i + ", fid " + Touches*.fingerId + ", Began" );*
 *break;*
 *case iPhoneTouchPhase.Moved:*
 *Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Moved" );*
 *break;*
 *case iPhoneTouchPhase.Stationary:*
 *Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Stationary" );*
 *break;*
 *case iPhoneTouchPhase.Canceled:*
 *Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Canceled" );*
 *break;*
 *case iPhoneTouchPhase.Ended:*
 *Debug.Log( "# Touch " + i + ", fid " + Touches[ i ].fingerId + ", Ended" );*
 *break;*
 *}*
 *}*
 *}*
 *}*
 *}*
*```*

http://unity3d.com/support/documentation/Manual/Input.html

"The iPhone and iPod Touch devices are capable of tracking up to five fingers touching the screen simultaneously"