R0J0hound
Okay! That didn't take long. The specific issue you helped me with did work. But, new problem...and, seriously, I just don't get why this isn't working. I'm still a noob to the Touch-related matters of C3 (always have been since C2) but I thought this was straight-forward enough.
Per the screenshot...
LINE 3
Check when a Touch has initiated and make sure it's on the left-side of the screen. Ensure the global variable Touch_ID is -1. This is to restrict movement controls to one side of the screen. (Controls on the right side need only register a tap...but that's for later.)
If true, set the TouchXBase variable to the initial Touch.X([layer]) as this will determine how much to rotate the camera through dragging. Set Touch_ID to the Touch.TouchID value as this is the specific Touch ID value that needs to be constantly checked for while dragging is still true.
(Get the Podium object's angle stored...but that's not important now.)
LINE 4
If Touch is active and it's on the left-side of the screen and that Touch ID value matches Touch_ID variable, then update the TouchDifference variable. The difference between Touch.X([layer]) and TouchXBase will be used to determine how much to rotate the Camera.
LINE 5
When the Touch of ID value Touch_ID comes to an end, then set Touch_ID to -1 so it's ready for the next control input from a Touch on the left-side of the screen.
WHEW! I hope that all made sense.
PROBLEM!!
When I run it in debug, Touch_ID updates to a value of 1 and TouchXBase updates to whatever Touch.X([layer]) X value is. Everything works up to that point. What doesn't work are the events on Lines 4 and 5. TouchDifference doesn't update and it doesn't register when the Touch.TouchID ends.
Upon testing the Touch object in debug, I did confirm that it registers an active/held touch (mouse click and hold) and that instance of a touch ends when I release the mouse button. So, something is getting lost in the mix starting at Line 4.
I'll keep at it while I wait for your reply. Thanks again as always!