Hello friendly people, I am working on a prototype that contains entities that need to know to which Touch they are bound to. For example, I put down four fingers. In code, those would be touches[0-3]. Now: if I take away my third finger, Unity will automatically assign touch to touch and nullify touch. Code doesn't tell me which finger was let go, it just takes one away - and I'm stuck with one entity that is looking for a touch that doesn't exist and one entity that is taken over by a different finger! How I handled this in the past was to never bind the actual touches with the entities, determining every single frame which was bound to which. I ray-cast from each touch position on the screen to the world - every frame, with every touch. That works fine, unless you move the touch so fast that the collision below it isn't updated quickly enough or you aren't using colliders. The last thing is the case in my current prototype: I have no collision on the thing I'm 'dragging,' if the concept of dragging is applicable at all. So my question is as following: how do you (or would you) keep track of which touch is which and connect them to an entity? Thank you for your time.