touchscreen and mouse orbit

I have a HP2310 touchscreen and an orbit script. When i use the mouse works perfect, but when i use the finger it doesn’t.

function LateUpdate () {
    x += Input.GetAxis("Mouse X") * xSpeed *0.02; //x rotation
gameObject.Find("testMouse").guiText.text = Input.GetAxis("Mouse X").ToString();
    y -= Input.GetAxis("Mouse Y") * ySpeed *0.02;  //y rotation
    gameObject.Find("testMouse2").guiText.text = Input.GetAxis("MouseY").ToString();
    y = ClampAngle(y, yMinLimit, yMaxLimit);
    var rotation = Quaternion.Euler(y, x, 0);
    var position = rotation * Vector3(0.0, 0.0, -distance)+ target.position;
      transform.rotation = rotation;
    transform.position = position; 
}

I uses 2 gui text to print the mouse position when i run the project in standalone mode. The results : when using the mouse it prints values beetween -1 and 1 but with finger nothing is printed.

I’ve notice that the touch reacts to the OnMouseEnter event. How can i modify this to check is mouse entered my object?

Ideas ?

TouchPhase.Moved and Touch.deltaPosition

I think this will work if you use them.

Example of use:

Touch finger = Input.GetTouch(0);// 0 is first finger

finger.phase == TouchPhase.Moved;

finger.deltaPosition;// travels the path calculates the finger on the screen.

I’m sorry for my English is bad.

I solved my problem with the folowing code :

function Update(){
var curentX = Input.mousePosition.x;
var differenceX = curentX-startX;   
if(differenceX>0)
   target.transform.Rotate(0.0, -10*xSpeed*Time.deltaTime*0.1, 0.0,Space.World);
if(differenceX<0)
   target.transform.Rotate(0.0, 10*xSpeed*Time.deltaTime*0.1, 0.0,Space.World);     
startX = curentX;
differenceX = 0;    
}
function Start(){
     startX = Input.mousePosition.x;    
}