#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
            
            //Check if Input has registered more than zero touches
            if (Input.touchCount > 0)
            {
                //Store the first touch detected.
                Touch myTouch = Input.touches[0];
                
                //Check if the phase of that touch equals Began
                if (myTouch.phase == TouchPhase.Began)
                {
                    //If so, set touchOrigin to the position of that touch
                    touchOrigin = myTouch.position;
                }
                
                //If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
                else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
                {
                    //Set touchEnd to equal the position of this touch
                    Vector2 touchEnd = myTouch.position;
                    
                    //Calculate the difference between the beginning and end of the touch on the x axis.
                    float x = touchEnd.x - touchOrigin.x;
                    
                    //Calculate the difference between the beginning and end of the touch on the y axis.
                    float y = touchEnd.y - touchOrigin.y;
                    
                    //Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
                    touchOrigin.x = -1;
                    
                    //Check if the difference along the x axis is greater than the difference along the y axis.
                    if (Mathf.Abs(x) > Mathf.Abs(y))
                        //If x is greater than zero, set horizontal to 1, otherwise set it to -1
                        horizontal = x > 0 ? 1 : -1;
                    else
                        //If y is greater than zero, set horizontal to 1, otherwise set it to -1
                        vertical = y > 0 ? 1 : -1;
                }
            }