Easy Touch Controls : Virtual Controls 100% new UI

Hi all,

Easy Touch controls are all virtual controller exploiting the new UI & the new event sysem :

  • Joystick
  • DPad
  • TouchPad
  • Button

Each controller have 3 modes:

  • Direct: to animate your objects without code. Drag and drop your object and choose the axis and action (Translate, Rotate, AddForceetc …).

  • Event: The new event system allows you to call existing functions simply by Drag & drop your object, the inspector is responsible for exposing the existing methods.

  • Input manager: To easily migrate your existing script. In 95% of cases, you just have to replace Input by ETCInput on your script

These three modes can be combined together, to create a amazing gaming experience.

Unprecedented options
Depending on the nature of the controllers you have access to options

  • Dead Zone
  • Speed
  • Intertia
  • Auto stabilization
  • Clamp rotation
  • On / Off axis
  • Push over the time
  • etc…

Unity 4.6 Powered
Using the new UI and the new event system allows a quick and easy use asset, with low drawcall.

Availability
Easy Touch Controls will be available in standalone and integrated with EsyTouch. Easytouch users can already use it by simply updating their packge.

This package will be available in the coming weeks (depending on submission time).

Example of migrating an existing script

Screenshots



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Hi,

Check out the API documentation of Easy Touch Controls: Online doc

Hi,

A new video, how to create a fps camera without a line of code.

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This looks great! Awesome work, very handy.

Thank you, the package will be in pending review today.

Hi all,

Easy Touch Controls is available on Unity Asset Store !

How many draw calls does the FPS example have?

Does it work well with UFPS and RealisticFPS prefab? Thank you!

Hi,

This example have 10 draw call :
3 for the scene without gui
5 for all button & joystick + scene
10 for scene + button & joystick + Frame text / Main menu / Amro counter

EasyTouchControls uses the new UI, so the draw call depends on sprite packer (Unity Pro) , and if you use single or multi sprite.

EasyTouchControls isn’t a UFPS extension. But an indivual set of virtual controls. If you can move your UFPS controller with Unity Input class , you can use EasyTouchControls with a simple migration script, Look at the video "Example of migrating an existing script"

The various methods of integrating EasyTouchControls (Input Manager, Direct, Event, or 3 at a time), Lets move what you want the way you want

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can you add a pinch zoom in/ out to rts sample. The previous easytouch did not do very well when there is pinch and twist for this camera setup.

Hi,

I think you were mistaken topic :slight_smile: you want to talk about EasyTouch.

yes, sorry. They were bundled together in my case. So can you please add.

Hi,

Easy Touch Controls 1.0.1 is available.

Release notes

  • Dynamic joysticks no longer appears above a selectable UI element and no staying sticky
  • Dynamic joysticks are placed at the forefront of canvas.
  • You can authorized a dynamic joystick above touchpad.
  • The button value is correctly reset to 0 after his release on over the time mode.

Hi,

Introductory offer of $10.

EasyTouch Controls 1.0.2 is available

Release notes

  • The controls are properly unregister from the dictionary to their destruction.

Hi,

Easy Touch Controls 1.0.3 is available

Releases notes

  • Fixed dynamic joystick with user defined area.

I need to assign a different image while a ETC button is activated**.** (It keeps activated till pressed again like a toggle)
How can I access the button image by script?

Thanks

Hi,

There aren’t yet function with Input Manager, but you can access to Image component of the button.

I think I can’t access the image component from a ETCInput (ETCbutton) object.

Yes, that’s what I say, there is no access via the class ETCInput. But You can use simple GetComponent()

It is suppossed we are using EasyTouch Controls so the button has been declared as ETCInput class…

No, so you can do something like this :

public GameObject myButton;
private Image buttonImage;

void Start(){
    buttonImage = myButton.GetComponent<Image>();
}