Upon my first try using this, everything seems to work mostly fine (the multi-touches for instance); however, I noticed a few potential issues already:
-the game coordinates do not output correctly when the camera is zoomed (same with MouseMove I think)
-pinching still triggers one of the touches as a drag (or both, I can’t tell), so using it for, say, camera zooming may cause issues if drag is tied to something else
-the pinch % resets to start at 100 each time, which is nice except that it then requires extra code to tie it to camera zoom (so that it starts from the current zoom instead of 100)
-the background repeat still doesn’t work correctly with zoom (not specfic to this update but I figured it’s still relevant since pinch to zoom has been added)
It behaves the same as MouseMove, yes - they should probably both be adapted to compensate for camera zoom, so that you don’t need to do that manually.
This is an intentional part of the design - using one gesture trigger does not negate or disable other blocks. The current behavior enables you to e.g. drag with one finger, while also pinching or zooming with the other.
This is also by design (rotate is the same way). The behaviors do not try to keep a history of different gestures and append the outputs over time. It does mean that the zoom or rotation must be manually stored when the gesture is complete, as you mentioned.