I currently have all my input controlled through OnMouse methods (OnMouseDown, OnMouseUp, etc) even though it’s a mobile touch screen game. It works fine because I’m not doing any complicated gesture stuff. The only problem I ran into was disallowing multi-touch, which was easily handled by just using a global bool for a “clicked” and “unclicked” state and only allowing new clicks/taps on things if the bool was in the “unclicked” state.
It seems to work perfectly fine on every device I’ve tried (iPad 3, iPhone 4S, iPhone 5S, Galaxy S4). My only question is… are there unforeseen consequences to implementing it this way instead of using touch input with the Touch class? Are there specific devices where this might not work correctly?
I’ll admit I’m being lazy and don’t want to implement proper touch, but do I even need to?