title: LibGDX - Multitouch handling using InputProcessor
body: <p>I am trying to set up proper multitouch support in my android game for some time. For input handling I use my InputHandler(implementing InputProcessor). I use something like this</p>
  
  <pre><code>    @Override
      public boolean touchDown(int screenX, int screenY, int pointer, int button) {
      Vector3 touchPos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
      screen.renderer.cam.unproject(touchPos);
      if (left.isTouchDown((int) touchPos.x, (int) touchPos.y)) {
          player.setMovingLeft(true);
          player.leftPressed();
      }
  </code></pre>
  
  <p>and this</p>
  
  <pre><code>    @Override
      public boolean touchUp(int screenX, int screenY, int pointer, int button) {
      Vector3 touchPos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
      screen.renderer.cam.unproject(touchPos);
      if (left.isTouchUp((int) touchPos.x, (int) touchPos.y)) {
          player.setMovingLeft(false);
          player.leftReleased();
      }
  </code></pre>
  
  <p>I have set up 3 buttons like that, but I have no idea why it doesn't work. All the answers I've found aren't very helpful when using InputProcessor.</p>
  
  <p>I know that it has something to do with touch pointers and iterating input, but that's where my knowledge ends, unfortunately.</p>
  
  <p>The code "when touched" and "when released" is working for sure, I'm using it the same way with keyboard input. The only problem is multitouch.</p>