Making a Mobile Bounce Game with Unity 3D and Playmaker - Adding Mobile Touch Input
Beginner Game Design tutorial series creating a simple Bounce type game using Playmaker within Unity 3D. PART 11 - In this video, I set up rotation of the paddle as the paddle moves left and right. Absolutely NOCODE. Also make a skateboard game playlist: https://bit.ly/34m4SHT ► Unity Remote 5 on
The bounce game already runs in a mobile aspect ratio, but the paddle still has no touch control. This guide adds finger input that slides the paddle left and right, and shows how to test it live on a real phone using Unity Remote 5 so you can feel the controls without building to the device.
Set up touch on and touch off states
On the controller, disable the old move FSM and add a new one labeled touch move. Give it two states, Touch Off and Touch On, plus matching events of the same names. Add a Touch Event action to each: in Touch Off, when a finger lands it sends the touch on event; in Touch On, a second Touch Event sends touch off when the finger lifts. The result is a clean toggle that only reads input while you're actually touching the screen.
Test live with Unity Remote 5
Install the Unity Remote 5 app on your phone, connect it, then go to Edit > Project Settings > Editor and under Unity Remote pick your device. Pressing Play streams the Game window to the phone and feeds its touch events back into the editor — there's a short connection delay and a bit of lag, but it lets you confirm the FSM flips between Touch On and Touch Off as your finger lands and lifts, with no full build required.
Read the finger position
In the Touch On state, add Get Touch Info and store the X position into a new float variable called touch X, running every frame. Enable Normalized so the value runs 0 to 1 across the screen width regardless of resolution — left edge near 0, right edge near 1. With the debugger on you can watch the number track your finger before any movement is wired up.
Convert screen position to world space
A 0-to-1 value means nothing to the scene, which measures in meters (each grid square is one meter). Add Screen To World Point, feed it touch X with Normalized enabled, run it every frame, and store the result in a new variable touch X move. Then add Set Property on the paddle, every frame, targeting Transform position X, and uncheck Use Variable so you can plug in touch X move. The paddle now follows your finger — but only across one meter.
Scale and center the movement
To widen the range, add a Float Multiply on touch X (every frame) by about 10, which you can tune to taste. Because zero sits at screen center, the raw value pushes everything to one side, so add a Float Subtract of 0.5 before the multiply to recenter it. Order matters: subtract, multiply, then convert to world space, then move the paddle.
Clamp to the playfield
To stop the paddle sliding off-screen, add a Float Clamp on touch X move. Watch the world-space value while playing to find your limits — in the demo they were about -4 and +4 — and enter those as the min and max. The same touch-info-plus-math pattern is reusable for the Y axis, the Z axis, or even driving opacity, so it's a foundation well beyond this one paddle.





