How to replace input axis keyboard button with touch button?

Hello everyone! I am trying to make my game work on android phone. I need to switch from my keyboard input to screen touch input. I am using Input.GetAxis() usually, when the input is my keyboard arrows. I want to replace that keyboard button(s) of axis with particular button(s) of my ui elements, so that when I touch my screen, it will be the same as I would push the keyboard button. I want to do that, because axis settings has lots of settings like ‘sensitivity’ or ‘gravity’ and etc. and so I would not need to make that input system by myself, only replace the input button. So how can I do that?
Thanks.

Simple solution:

You can try using the following code , for replicating the push of a keyboard button or mouse button…

float xPos = Input.GetAxis("Mouse X");

float yPos = Input.GetAxis("Mouse Y");
 
     if (Input.touchCount > 0)
     {
         xPos = Input.touches[0].deltaPosition.x;
         yPos = Input.touches[0].deltaPosition.y;
     }

Heres info on how mobile input works:

Recommend solution

Although, I would recommend that if you are using the latest Unity UI .

  1. Create a button , and add an event trigger component

  2. Add two new events ( on the event trigger component) from the options select “Pointerdown” and “PointerUp”.
    These events will be triggered when you push this button on the UI and release it , respectively.

  3. Hook corresponding functions like “OnPointerDown” etc that you’d like to call, into these triggers

  4. Use something like the following script to make it work

    void Update () {

     	if (_isMove == true && (transform.position.x) <= 4.5f) {
     				transform.Translate (Vector3.left * 0.01f);
     		                transform.Translate (Vector3.left * 0.01f);
     			}
     }
    
      public void OnPointerDown()
     {
     	_isMove = true;
    
     			
     }
     public void OnPointerUp()
     {
     	_isMove = false;
     }
    

How do I fix the error on _isMove? @Saad_Khan

using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;


    public class ButtonHandler : MonoBehaviour
    {



        void Update()
        {

            if (_isMove == true && (transform.position.x) <= 4.5f)
            {
                transform.Translate(Vector3.left * 0.01f);
                transform.Translate(Vector3.left * 0.01f);
            }
        }

        public void OnPointerDown()
        {
            _isMove = true;


        }
        public void OnPointerUp()
        {
            _isMove = false;
        }
    }