Touch Duration

Hello guys,
I need help I try since more than 4 days to safe the duration of a touch on my button but I dont got it. Maybe you can help me and tell me how I can safe the duration of a touch at a button in a variable. Thanks

hi,

what is your code like so far?

This is how you can get touches:

Then it is pretty much the same as with mouse/key press, just check how long button/touch was held (note, the example is using mouse button, but you get the idea):

if (Input.GetMouseButtonDown(0))
{
    startTime = Time.time;
}

if (Input.GetMouseButtonUp(0))
{
    var timeUsed = Time.time - startTime;
    Debug.Log("Time used:" + timeUsed.ToString());
}

Thanks for the help, now it is easy to change this code into the same with touch. Here is my code which you wanted to see. I want to change the value jumpspeed into the same like JumpCounter. Thats my code in the first object:

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

public class JumpCount : MonoBehaviour
{
    public float JumpCounter;
    float startTime;
    PlayerMovement myPlayerMovement;

    void Start()
    {
        myPlayerMovement = GameObject.FindObjectOfType<PlayerMovement>();
    }

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            startTime = Time.time;
        }
        if (Input.GetMouseButtonUp(0))
        {
            JumpCounter = Time.time - startTime;
            JumpCounter *= 15f;
            myPlayerMovement.jumpspeed = JumpCounter;
            Debug.Log("JumpCounter " + JumpCounter);
        }
    }
}

and thats my code in the other object:

using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float jumpspeed;
    bool canJump;
    Rigidbody2D myrb;

    void Start()
    {
        myrb = GetComponent<Rigidbody2D> ();
    }

    public void Jump()                                                         // Die Funktion zum springen
    {
        if (canJump == true)
        {
            canJump = false;
            myrb.velocity = new Vector2(0f, jumpspeed);
            UnityEngine.Debug.Log("Ich kann springen mit " + jumpspeed);
        }
        UnityEngine.Debug.Log("Ich kann nicht springen mit " + jumpspeed);
    }
    void OnCollisionEnter2D(Collision2D other)                                 // Die Funktion zum Testen, ob man springen darf
    {
        canJump = true;
    }
}