Disable mouse point move when touch screen - touch

[C#]
When i touch my touch screen, mouse point moved.
How to disable mouse point move when touch screen in c#.

Related

move mouse within window using pyautogui

using opencv I am able to detect an object in a game. However, when my mouse moves over to the coordinate (in the actual game window), its using absolute coordinate (based on monitor pixel). So when I move my actual game window, its no longer clicking at the right spot.
Is there a way to move the mouse within the game window? For example, say if my game window is 500x500, and rectangles is detected say at (100, 100), is there a way to mouse over (100,100) relative to the game window? because if I move my game screen, I still want my mouse to be able to move to the same location.

How do I have an animation always start from the same position on screen instead of the animation playing from its current position?

I'm working on a menu system but am having trouble with the animations.
I need to have it so that at the start of the animation its position starts somewhere else. So if the panel has moved to the right off the screen, when I hit the button it can come in from the left. Instead, no matter what I've done, the animation will just play from where ever it currently is and I can't move its position.
If you're using the Animator system, it always considers the GameObject local position.
So you could parent the animated GameObject and move it's parent around, while preserving the animation coordinates.

Move player in all directions with touch?, Unity

I was creating a basic scenario in Unity. Thi scene have 1 cube in the center of the room, and 1 camera(player).
I need to move the player around the cube like if was flying ( with movements at the top, bottom, left, right, inside and outside), very similar to when we move freely with the mouse on the development screen.
I need make this movement with the touch.
How can i to do?
Thanks!!
You can achieve almost all movements you want using a standard fps mobile controller: 1 joystick and a slide area for rotation. Your forward movement will be your player's forward direction(with W in unity you move always forward) and of course transform's left/right for strafe.
The tricky part is move up/down part(even in Unity editor you have to use 2 extra keys, Q&E) but you can always move up/down just looking in that direction.
if u use the unity standard asset 'cross platform input' (which is available in the standard asset pack for free,) then anything you program with a mouse event or click, will automatically call the corresponding touch event if use on a phone.

How to pan animator window in unity?

I cannot find any scrolling options in animator window. There are no scrollbars in animator window and I cannot find any other option for scrolling in animator window, so when I add more states it is hard to select as content cannot fit in window. See the screenshot reference. So is there any shortcut key like holding shift and move cursor? Please if any one know tell me how do I pan animator window?
Currently you cannot zoom in/out in unity animator window.
However, you can move the view around by holding alt+click or mouse wheel click and then move your mouse.
You need to hold the scroll button and move your mouse.
from unity's docs
You can right-click on the grid to create a new state nodes. Use the
middle mouse button or Alt/Option drag to pan the view around. Click
to select state nodes to edit them, and click & drag state nodes to
rearrange the layout of your state machine.

Multitouch on GearVR?

I understand that it's possible for a GearVR to distinguish between a "tap" and a "swipe". But is it possible to distinguish between a one finger tap and a two finger tap?
No, because the touchpad on the GearVR presents touches via the Mouse input:
Input.GetMouseButtonDown(0) / Input.GetMouseButtonUp(0)