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1
EasyTouch / Quick Fix for EasyTouch Mouse Controls
« Last post by arandono on May 17, 2018, 01:52:42 AM »
I've been using the EasyTouch trackpad controls for desktop builds. Everything had been working well except for one thing that was causing problems. On Mac laptops, you can allow for tap-to-click gestures where you just lightly tap the touchpad without actually clicking the trackpad. This was causing issues on my desktop build because EasyTouch was registering a On_TouchStart event but not registering an On_TouchUp event. As a consequence, On_TouchDown was being called every frame after a tap-to-click event (even after the user had stopped touching the trackpad completely) which wouldn't stop until the next touch event occurred.

I did some Debuging and found that it only occurred in instances where OnMouseButtonDown and OnMouseButtonUp were called in the same frame. In this case, OnMouseButtonUp was called before On_TouchStart, so EasyTouch never received information that the touch event had ended.

I found a quick fix: in EasyTouch.Update Touches there's a code block
      
      else{
         int i=0;
         while (i<touchCount){
            fingers = input.GetMouseTouch(i,fingers) as Finger;
            fingers.touchCount = touchCount;
            i++;
         }         
      }

which I replaced with

  else if(!(Input.GetMouseButtonUp(0) && Input.GetMouseButtonDown(0))){
                int i=0;
                while (i<touchCount){
                    fingers = input.GetMouseTouch(i,fingers) as Finger;
                    fingers.touchCount = touchCount;
                    i++;
                }           
            }

This seemed to work. Haven't tested it thoroughly and if there's a better workaround, I'd love to hear it!
2
EasyTouch / Easytouch in Pixel/Screen Space Only
« Last post by ferretnt on April 25, 2018, 08:14:38 PM »
Hi,

We've shipped many games/apps with Easytouch previously, but because everything we do has very complex multi view/camera/rendertexture setups, we've always had to hack things around to get gestures recognized. Things we've had to do have included:

- Adding colliders behind cameras just to make sure raycasts hit something.
- Adding/removing cameras from the easytouch cameras array at runtime.
- Handling our own raycasts, as usually gesture.PickedObject isn't what we wanted / from the right camera / etc.

Is there any way we can use Easytouch completely in screen space as a 2D gesture detector, and handle all our own 3D raycasting/picking/etc? We're currently evaluating Fingers Touch Gestures for a new app we're building from scratch, because it seems closer to this use case, but since EasyTouch has served us well enough so we'd like to confirm if there's an easy way just to have EasyTouch pretty much ignore the 3D world and focus on 2D screenspace gesture recognition.
3
Problem with EasyTouch? / Tons of errors on startup
« Last post by MBoffin on March 18, 2018, 07:52:02 PM »
On a brand new project, I'm getting a ton of these errors when starting up:
Quote
GetBool is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'EasyTouchWelcomeScreen'.
From searching around, this is a problem that's still waiting to be fixed. Any update on when this will get fixed? It's a lot of errors:

4
Problem with EasyTouch? / Mouse + Touch Support
« Last post by karonte on February 16, 2018, 01:49:50 PM »
Hi guys!
I'm working on a software that has to be compatible both with touch and mouse inputs.
Since i need to move and rotate several 3D objects in the scene, i thought of doing somethig like this:

- for moving the obj: a simple drag on the obj. No problems here, Easytouch handles perfectly both mouse and touch.
- for rotation, when using a mouse: a right click drag on the obj
- for rotation, when using touch: a twist on the obj

In conclusion: i need to differentiate between left and right mouse buttons, clicks, drags. Plus, i need the whole Easytouch system (i'm already using drag2fingers and Pinches to move the camera, and other things). So I thought of using both the normal Unity Eventsystem and Easytouch, together.

The problem is: as soon as I add a Unity Graphic Raycaster to the camera, i suddenly cannot receive any Easytouch event on the objs anymore. If i mask them on a non raycastable layer they work again, but i cannot use them with the basic Eventsystem. It looks like the Raycaster is overriding the Easytouch system.

What to do? Any suggestions?
I'm fine using only Easytouch if possibile, but i really need to differentiate left clicks/right clicks/wheelscrolls, drag/clicks on single objects or outside them.
5
Problem with EasyTouch? / Re: EasyTouchWelcomeScreen won't show up
« Last post by Nicolas on February 08, 2018, 08:44:59 AM »
Hi,

Do you have update your version ?
6
Problem with EasyTouch? / Re: EasyTouchWelcomeScreen won't show up
« Last post by SunJay on January 30, 2018, 02:53:35 PM »
Hi it's still not working for me
7
EasyTouch / Re: Fatal error in 2017.3:
« Last post by Nicolas on January 30, 2018, 07:01:01 AM »
Hi,

It's fixed, donwload EasyTouch from assetstore.
8
Problem with EasyTouch? / Re: EasyTouchWelcomeScreen won't show up
« Last post by Nicolas on January 22, 2018, 12:16:07 AM »
Hi,

I'm going to look at this tomorow moring
9
Problem with EasyTouch? / EasyTouchWelcomeScreen won't show up
« Last post by SunJay on January 20, 2018, 03:45:04 PM »
Hi I am unable to use this plugin anymore, EasyTouchWelcomeScreen won't show up, I would like to use it with playmaker.

Quote
GetBool is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'EasyTouchWelcomeScreen'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEditor.EditorPrefs:GetBool(String, Boolean)
EasyTouchWelcomeScreen:.cctor() (at Assets/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchWelcomeScreen.cs:79)

Unity Version 2017.3.0f3 , Playmaker 1.8.9
10
EasyTouch / Fatal error in 2017.3:
« Last post by dragon on January 16, 2018, 12:25:12 PM »
Problem in 2017.3:

This asset uses...obsolete APIs.

Fatal error in 2017.3:

Assets/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchWelcomeScreen.cs(179,39): error CS0619: `UnityEngine.EventType.mouseDown' is obsolete: `Use MouseDown instead (UnityUpgradable) -> MouseDown'

If I run the Unity updater, this error goes away. It seems odd that the asset has obsolete code.

=====

There are 8 different Fatal errors in 2017.3 related to the "East Touch Welcome Screen" scriptable object. There are too many for me to list them all, but here is one:

UnityException: GetBool is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'EasyTouchWelcomeScreen'.
See "Script Serialization" page in the Unity Manual for further details.
EasyTouchWelcomeScreen..cctor () (at Assets/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchWelcomeScreen.cs:79)
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for EasyTouchWelcomeScreen
System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
UnityEditor.EditorAssemblies.ProcessEditorInitializeOnLoad (System.Type type) (at C:/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:136)
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