DualTouchControls

Somebody explain to me, how DualTouchControls work?

Greetings, I entered in SampleScene to CharacterFirstPerson, I pressed the PlayMode button and touched the bottom the character was not moved. The DualToachControls did not work and add a video for your information. I used Unity Remote app on my telephone to try if these controls worked, and I was continuing with the problem.

Somebody, help me how DualToachControls work? Please I need your help. Thank you so much.

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This is the screenshot for your information

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I haven’t messed with dual touch since Unity 5.x, so things may have changed, but at that time dual touch did not work within the editor. You create a build and it worked fine. This was the case for both Windows builds (with a touch screen laptop), and Android builds. So the first thing I would try is testing this on a proper build instead of within the editor or Unity remote.

Thank you, for your requesting, but the problem is, I was testing on Unity remote (See Screenshot Unity Remote Gif I posted), and it did not work out. For that reason, I am asking for help, because I do not see any video on Youtube how I can build this DualToachControls to use for create any app in the future.

Instead of Unity Remote try creating a build and testing with that instead. Unity Remote essentially is running the game in the editor in play mode instead of running it natively on the device. As I said, I’ve never seen multitouch work in the Editor’s play mode.

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Exactly. I used Unity Remote and it did not work. For that reason, you must have pressed Play Mode button for use Unity Remote to test, and DualToachControls did not move, did not jump, it did not work, for that reason I ask for help.

Right but they are saying do a build to test it and see if it works then ?

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Create a build, test the build. Just try it, takes just minutes. Testing on Unity Remote isn’t real testing.

I tried to build and run app, it had many errors problems, Android failed to run, for that reason I cannot test on my mobile. But, I used other scene and used Unity Remote and the joystick buttons works very well.

If you have errors that prevent you from building your apk they should be addressed and fixed asap. These errors should be your priority as of now.

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An actual build running on your device can end up behaving very differently to an Editor window streamed to your device. You really don’t know how well they work until you’ve tried them directly on your device.

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I finally got some time off at my paying job and got into the dev chair. I have never used unity remote, until now. Downloaded it to try it thinking it might be useful not building an apk everytime I did anything. I have to say in my first 5 minutes using it I’m rather impressed. I may just be lucky I dont know. I had zero problems setting it up. Took 15 seconds. All I did was open the remote app, change my editor preferences to use any android device and hit the play button. Dual touch controls work just fine for me. That may be due to me not using any built in input manager though. I get touch inputs directly in the c# script that uses them and iterate through the touches in a loop and have code react accordingly. Either way it works easy for me. The display on my phone is quite low quality but the editor window shows a surprisingly accurate representation although at a much higher framerate than my phone is capable of. There’s not much input lag between what I do on the device and what I see on the desktop PC. Its playable. The point I’m getting to is that I think you have problems other than remote not working with dual touch.

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Hi. I am new at developing and creating video games. I downloaded the app to my mobile it is very slow, but it works. Thank you for all of you, I appreciate your comments.

Mobil can be tough. Things that run smooth on your pc may be slow to the point of unusable on your device. My current project for example runs in the 600 fps range in the editor but around 58 fps on a galaxy s8 and about 16 fps on a super cheap Lenovo tablet. Its always a good idea to test your game as a built application running on the hardware its intended for. I personally like to use several different devices of different ages and spec just to get a feel for what the public as a whole will experience. If you test everything on the newest flagship phone and decide it runs good your average user may have trouble. Most people don’t have the best hardware. I pick up used phones from a reseller local to me and test on a variety of hardware. I dont ever test on the newest best, mostly because I refuse to spend a thousand bucks on a phone. I try to aim for a good middle ground. If it runs at >60fps on a 3 year old flagship model and >30 on a 6 year old phone I consider it a good spread of the available market. Sure some people will have fancy new hardware that I could have leveraged into better graphics and some people will have a handed down government phone that won’t run Facebook but I’ve got a good chunk in the middle covered. I buy cheap used phones and try them out just to get a feel for what’s out there. For instance I recently picked up a galaxy s5 active for about 50 bucks. Not a new phone by any means. Most new hardware will surpass it. I also use a galaxy tab 2 that’s pretty old and slow and a newer Lenovo tablet that cost 100 bucks at Walmart over a year ago. Its newer but less capable than the galaxy tablet. You will always find people with hardware that is to old or slow to run your game. You can’t make it run on everything. The goal for me is to get a good share of the in use hardware and ignore the best and worst of what’s around.

Long story short : Buy used hardware, test often on different specs, aim for the middle.