Horrors of OnPointerDown versus OnBeginDrag in Unity3D
I'm concerned over the difference between OnPointerDown versus OnBeginDrag in single-finger movement code. (In the latest Unity paradigm of using a physics raycaster: so, finally, Unity will properly ignore touch on the UI layer. So from 2015 onwards what you must do is this: Forget about the crap traditional Input or Touches system which are pointless crap and don't work Add an empty game object with a usually BoxCollider2D, likely bigger than the screen. Make the layer called say "Draw". Physics settings, "Draw" interacts with nothing Simply add to the camera, a 2D or 3D physics raycaster .