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[NEW UPDATE!] Fingers - Touch Gestures - #1 in Quality, Support and Features : Dozens of Gestures✓

Discussion in 'Assets and Asset Store' started by jjxtra, Apr 25, 2016.

  1. apprenticegc

    apprenticegc

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    Hello,

    I think the asset does not support enter play mode. It will be great if this asset support it so that entering to play mode time could be reduced significantly.
     
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  2. jjxtra

    jjxtra

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    Is this a newer Unity feature?
     
  3. apprenticegc

    apprenticegc

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    Hello jjxtra,

    This is Unity doc. It is out for a while already. It basically speeds up enter play mode time. However the code need to have some modification to support this feature.

    This is just a suggestion as some of the plugins I use can not work while this feature is turned on. But developing while this feature on really reduces time hugely(usually from 30 secs down to 2 secs in my case).
     
  4. jjxtra

    jjxtra

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    I've sent 3.0.14 update that attempts to support this. Let me know if it works for you.
     
  5. apprenticegc

    apprenticegc

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    Hello jjxtra,

    Thanks for the quick support. For the quick testing of provided demo, they work pretty well while enter play mode is turned on.

    I will integrate Fingers into my project and see if everything works as expected.
     
  6. jjxtra

    jjxtra

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    Sounds good. Let me know if you run into any problems.
     
  7. GDevTeam

    GDevTeam

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    Anyone else running into this issue?

    I added Fingers Pan Orbit to the Main Camera in a Unity 2022.3.1f1 project for WebGL. Play Mode enabled. The Minimum Distance and Maximum Distance Inspector properties do not get saved. They reverse to their default settings. I do not have any custom code made, in use around this area of the project. How to fix? Is this a defect?

    Also, I will click off the same test cube after a successful pan with Fingers. But, then the scene will zoom out so that I can barely see the cube.

    My current Inspector (as you can see, in Play Mode and Edit Mode).

    upload_2023-6-11_11-2-42.png

    upload_2023-6-11_11-1-39.png
     
  8. jjxtra

    jjxtra

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    There's nothing in my code that changes these parameters. Do you have the same issue in Unity 2021?
     
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  9. GDevTeam

    GDevTeam

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    I don't have it installed. I've also noticed the pan feature rotates opposite of how Unity's rotate works in the Scene editor. Example in the Scene mode. Hold ALT+Left Click and hold down the mouse, move left and right. How do I get that to work in Fingers? I do not see a setting in the Inspector. I checked Fingers Rotate Orbit and Fingers Pan Orbit scripts. Please. Thanks.
     
  10. jjxtra

    jjxtra

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    If you can install 2021 latest version that would be helpful. For me it does not reproduce the problem you mentioned with the values reverting to defaults.

    You can adjust the orbit speed parameters to be positive or negative to reverse the direction.
     
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  11. GDevTeam

    GDevTeam

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    I also get other oddities, or it seems. Like this case. I set the Minimal Distance and Maximum Distance to 0. But as soon as the input field in the Inspector receives a TAB or ENTER button press or loses focus. The 0 is changed to 0.1, which conflicts with what the Tooltip over these properties states.

    upload_2023-6-11_11-35-34.png

    upload_2023-6-11_11-34-35.png
     
  12. jjxtra

    jjxtra

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    Both value are annotated with an editor range attribute where 0.1 i the absolute minimum value.
     
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  13. GDevTeam

    GDevTeam

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    Same issue. both -30 for rotation x, y speed properties are changed to 30 at design time. Then on Play Mode. Back to -30 they go. Am I doing something wrong you think? Some other setting?

    upload_2023-6-11_11-44-10.png

    upload_2023-6-11_11-43-29.png

    No errors in the console.
     

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  14. jjxtra

    jjxtra

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    Probably not doing anything wrong. Please try Unity 2021 and a new blank project and let me know if the values still revert.
     
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  15. GDevTeam

    GDevTeam

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    I am using the latest 2022 LTS for now. I'll have to install and check. Has anyone else reported issue of any kind on 2022 LTS? I just want to be aware of known issues going forward.
     
  16. jjxtra

    jjxtra

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    Yours is the first report of this happening on Unity 2022
     
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  17. GDevTeam

    GDevTeam

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    I updated BiRP to URP and Shader Graph. Getting issues on role back. I want to stick with Unity 2022. Hopefully this can be resolved with Fingers. Thanks for the feedback and trying to help with this issue.
     
  18. GDevTeam

    GDevTeam

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    Another thing I've ran into is when I mirror (to my project like files setup) the Fingers DemoScene3DOrbit, I'm seeing random immediate zoom outs away from the Orbit Target (Inspector property for the Fingers Pan Orbit script on the MainCamera). I can't find what's triggering this to happen.

    I did also learn that if I set the sliders in the Fingers Pan Orbit, the values will not be reset or overwritten at runtime. (Fingers Pan Orbit script). So the Orbit X Speed and Orbit Y Speed stay at the slider-set values. But the input fields ot the right to enter exact values is still not working.

    Unity 2022.3.1f1.

    I matched my scene up like the Fingers demo by adding in the DemoScene3DOrbit as an Additive scene, temporarily, so I make sure everything is a match for testing.

    Thanks for any further insights you can share.
     
    Last edited: Jun 12, 2023
  19. jmgek

    jmgek

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    Where is the conversion to world space for taps?
     
  20. jjxtra

    jjxtra

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    The camera can do that
     
  21. jjxtra

    jjxtra

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  22. wannaMakeAGame

    wannaMakeAGame

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    Hey, how can I make completely distinct gestures, I want my first touch to control first player and second touch to control the second player, their gestures should be completely distinct from each other, is there a practical way to do it?
     
  23. jjxtra

    jjxtra

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    Sure, just make two pan gestures and make two panels on either side of the screen, invisible. Set each panel as the platformspecificview of each gesture. Then that gesture will only execute on that panel. The panel needs a 2d box collider. Your camera needs physics2d raycaster.
     
  24. wannaMakeAGame

    wannaMakeAGame

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    No, they will not be in different sides, both should work full screen, just first touch should control one player, and second one the other
     
  25. wannaMakeAGame

    wannaMakeAGame

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    You can think like multiplayer
     
  26. jjxtra

    jjxtra

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    How do you know which touch maps to which player? Is the first touch to go down player 1? What if that touch releases and then player 2 touches? How do you know which touch that goes to?
     
  27. wannaMakeAGame

    wannaMakeAGame

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    Yes, which touch controls the which player will change. I just need to know how to make the touches completely distinct from each other? First touch will control the closest player to the touch, and second touch will control the other player, even one of the touches releases, touch won't leave the player it controls
     
  28. wannaMakeAGame

    wannaMakeAGame

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    Also unity input doesnt work so I can't implement it with a turn around
     
  29. wannaMakeAGame

    wannaMakeAGame

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    dont mind this, it works
     
  30. wannaMakeAGame

    wannaMakeAGame

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    so, not possible then?
     
  31. jjxtra

    jjxtra

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    Is possible, when a touch goes down you just find the closest player who doesn't have a tracked touch and start tracking that player with the touch. A couple of pan gestures should be able to do it.
     
  32. wannaMakeAGame

    wannaMakeAGame

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    I managed to do it with editing multi drag example from the package, but now touch began event is not called
     
  33. wannaMakeAGame

    wannaMakeAGame

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    Hey, Can I create a virtual touch? I mean there won't be any touch on screen, but I will create a virtual touch on the position that I want?
     
  34. jjxtra

    jjxtra

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    Yes you can. There is a demo scene.
     
  35. wannaMakeAGame

    wannaMakeAGame

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    I have a weird bug, with every touch, touch phase ended happens twice or thrice, it didn't happen before. Possibly something I have changed?
     
  36. puzzlekings

    puzzlekings

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    Hi @jjxtra can you please let me know how to simulate a two finger tap on the screen for the DemoSceneMultiFingerTap?

    1 finger tap is a simple mouse click
    3 finger tap seems to be a mouse click with either left shift or left ctrl

    However I can't figure out how to do a 2 finger tap?
     
  37. jjxtra

    jjxtra

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    Middle and left click at same time. Or left and right click at same time.
     
  38. puzzlekings

    puzzlekings

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    Thank you

    On my magic mouse for the mac neither of these work as it does not differentiate between left & right clicks, and there is no middle button. Not sure if its possible to simulate with Option + left click?

    Using a Logitech mouse it works as you've described.
     
  39. jjxtra

    jjxtra

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    Ctrl-and alt will perform scale or rotate gestures. So there may not be a current solution on your hardware.
     
  40. readnlearn

    readnlearn

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    Hi, I am building an app and I was wondering if this plugin works on a standalone Windows PC with an external screen that supports two finger Touch
     
  41. jjxtra

    jjxtra

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    Yes it should.
     
  42. CurveAnimation

    CurveAnimation

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    Hello,
    I'm trying to use Dpad on mobile. I can detect all directions but how can I get the neutral state of Dpad ? In update I need read if there is no input so I can play correct animation.
     
  43. jjxtra

    jjxtra

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    If no directions are detected this is your indicator.
     
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