touch to instantiate and move object ?

when i touch my screen is instantiate object maybe like quad or cube and i can move thats object if i never release my touch, but if i released my touch thats object is cant move again. and if i give touch again, im instantiate and move object always.
how can i try this? because when i make script at camera like OnMouseDown its cant work?

Touching to spawn objects is not really something you want to happen if you want to be able to move placed objects later on. Here’s what I would do personally:

Have buttons that spawn different Game Objects and then keep a reference for them for example:

public GameObject curObject;
public LayerMask objLayer;
if(GUILayout.Button("Spawn Cube"))
    curObject = GameObject.CreativePrimitive(PrimitiveType.Cube);

Touch controls come with phases, which give you access to information similar to events, which you can use as follows:

void Update()
    //This will get the first touch available when the finger is moving
    if (Input.GetTouch(0).phase == TouchPhase.Moved && curObject != null)
        //This may be incorrect, I don't have Unity in front of me.
        //If this is wrong, look at transforming this to a world co-ordinate.
        curObject.transform.position = Input.GetTouch(0).Position;
    //The finger has left the screen and we have a curObject that we were moving
    if(Input.GetTouch(0).phase == TouchPhase.Ended && curObject != null)
        //Set up a layer specifically for movable GameObjects and set that
        //layer number here, you'll see why in a second
        curObject.Layer = 6;
        //We're done with the current object, so our reference to it must now be
        curObject = null;
    //We don't have a current object, time to find one
    if (Input.GetTouch(i).phase == TouchPhase.Began && curObject == null) 
        // Construct a ray from the current touch coordinates
        Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(i).position);
        RaycastHit hit;
        if (Physics.Raycast (ray, out hit, Mathf.Infinity, objLayer))
            //We've hit something, information is in the RaycastHit object.
            curObject = hit.transform.GameObject;

Things for you to read:
Raycast information
RaycastHit information
Layers and LayerMasks