FingerGesture is a scripting package for Unity that lets you easily detect and react to input gestures performed with either a mouse or a touch screen device. Available now on the Unity Asset Store
Major architectural revamp: more intuitive, flexible and responsive
Custom gesture recognizer
Built-in scene object picking
Support for message-based event notifications using Unity’ SendMessage API
Brand new PlayMaker actions
Support for retina displays
Twist gesture emulation on desktop
Intended Audience
This package is targeted at users having at least a basic knowledge of unity programming. The scripts provide you with an easy-to-use API that takes care of detecting various input gestures events, but you will still have to code your own logic in reaction to these events. However, for the non-coders out there, the toolbox scripts will still allow you to use some features of the library without any coding required.
I’m looking forward to hear your feedback on FingerGestures!
It does save time indeed! Simply drag the “Finger Gestures Initializer” prefab in your scene, then register to the input gesture events you are interested in on the FingerGestures singleton, from your script. Finally, add your own logic to react to the event, and you’re done
The package is still pending review, but hopefully it will be approved sometime soon this week.
In term of planned updates beside the twist gesture: I don’t have anything more planned at the moment, beside a possible spline-based customer gesture recognizer. It will be mostly dependent on the feedback and feature requests I get down the line. Was there anything in particular you were looking for?
Great news, the package has just been released on the Asset Store!
The big banner doesn’t show up properly so I’m checking with Unity to see what’s up with that.
I’ve updated the original post with the following note/disclaimer:
NOTE: Using this package requires at least a basic knowledge of unity programming. The scripts provide you with an easy-to-use API that takes care of detecting various input gestures events, but you will still have to code your own logic in reaction to these events. However, In the next update, I plan on providing ready-to-use scripts that you can drag on your objects to get some often-use functionality such as drag drop.
I apologize if this wasn’t clear enough. Thanks to your feedback though, I now have some good ideas on additions that will make it much easier for non-programmers to also benefit from future versions of FingerGestures.
Suggestion: Can you make your code recognize two-finger straight swipes and additionally be able to recognize them differently from two-finger pinch and two-finger rotate gestures?
I’ve been thinking of adding a more advanced system to the library where you can provide custom gesture recognizers that you setup the way you want and register on the FingerGestures singleton. That might be necessary in order to support more elaborate gestures that are not so common and to keep the API simple for the less advanced users.That could be one way of handling multiple-fingers gestures such as your two-finger swipe.
I also plan on improving the pinch algorithm a bit so it makes sure the fingers are moving in opposite directions or toward to each other. Right now it’s a bit too permissive on that front