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iI hope youI can help in this matter,but for rotaterotation:

public class TouchRotate : MonoBehaviour { public GameObject obj; public float power; float posTouchBegan;

public class TouchRotate : MonoBehaviour
{
    public GameObject obj;
    public float power;
    float posTouchBegan;

    private void Update()
    {
   

      if (Input.touchCount > 0)
        {
            if (Input.GetTouch(0).phase == TouchPhase.Began)
            {
                posTouchBegan = Input.GetTouch(0).position.x;
            }

            if (Input.GetTouch(0).phase == TouchPhase.Moved)
            {
                if (Input.GetTouch(0).position.x > posTouchBegan)
                {
                    obj.transform.Rotate(new Vector3(0, 1 * Time.deltaTime * power, 0));
                }
                if (Input.GetTouch(0).position.x < posTouchBegan)
                {
                    obj.transform.Rotate(new Vector3(0, -1 * Time.deltaTime * power, 0));
                }
                Debug.Log("touch position:  " + Input.GetTouch(0).position.x);
            }
            if (Input.GetTouch(0).phase == TouchPhase.Stationary)
            {
                posTouchBegan = Input.GetTouch(0).position.x;
            }
 
        }
 
    }
}

}

i hope you can help in this matter,but for rotate:

public class TouchRotate : MonoBehaviour { public GameObject obj; public float power; float posTouchBegan;

private void Update()
{
   

     if (Input.touchCount > 0)
    {
        if (Input.GetTouch(0).phase == TouchPhase.Began)
        {
            posTouchBegan = Input.GetTouch(0).position.x;
        }

        if (Input.GetTouch(0).phase == TouchPhase.Moved)
        {
            if (Input.GetTouch(0).position.x > posTouchBegan)
            {
                obj.transform.Rotate(new Vector3(0, 1 * Time.deltaTime * power, 0));
            }
            if (Input.GetTouch(0).position.x < posTouchBegan)
            {
                obj.transform.Rotate(new Vector3(0, -1 * Time.deltaTime * power, 0));
            }
            Debug.Log("touch position:  " + Input.GetTouch(0).position.x);
        }
        if (Input.GetTouch(0).phase == TouchPhase.Stationary)
        {
            posTouchBegan = Input.GetTouch(0).position.x;
        }
 
    }
 

}

}

I hope I can help in this matter,but for rotation:

public class TouchRotate : MonoBehaviour
{
    public GameObject obj;
    public float power;
    float posTouchBegan;

    private void Update()
    {
        if (Input.touchCount > 0)
        {
            if (Input.GetTouch(0).phase == TouchPhase.Began)
            {
                posTouchBegan = Input.GetTouch(0).position.x;
            }

            if (Input.GetTouch(0).phase == TouchPhase.Moved)
            {
                if (Input.GetTouch(0).position.x > posTouchBegan)
                {
                    obj.transform.Rotate(new Vector3(0, 1 * Time.deltaTime * power, 0));
                }
                if (Input.GetTouch(0).position.x < posTouchBegan)
                {
                    obj.transform.Rotate(new Vector3(0, -1 * Time.deltaTime * power, 0));
                }
                Debug.Log("touch position:  " + Input.GetTouch(0).position.x);
            }
            if (Input.GetTouch(0).phase == TouchPhase.Stationary)
            {
                posTouchBegan = Input.GetTouch(0).position.x;
            }
        }
    }
}
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i hope you can help in this matter,but for rotate:

public class TouchRotate : MonoBehaviour { public GameObject obj; public float power; float posTouchBegan;

private void Update()
{
   

    if (Input.touchCount > 0)
    {
        if (Input.GetTouch(0).phase == TouchPhase.Began)
        {
            posTouchBegan = Input.GetTouch(0).position.x;
        }

        if (Input.GetTouch(0).phase == TouchPhase.Moved)
        {
            if (Input.GetTouch(0).position.x > posTouchBegan)
            {
                obj.transform.Rotate(new Vector3(0, 1 * Time.deltaTime * power, 0));
            }
            if (Input.GetTouch(0).position.x < posTouchBegan)
            {
                obj.transform.Rotate(new Vector3(0, -1 * Time.deltaTime * power, 0));
            }
            Debug.Log("touch position:  " + Input.GetTouch(0).position.x);
        }
        if (Input.GetTouch(0).phase == TouchPhase.Stationary)
        {
            posTouchBegan = Input.GetTouch(0).position.x;
        }

    }


}

}