I created a package of actions for PlayMaker that integrates almost all EasyTouch functions (getters, setters…) and gesture events for EasyTouch 4.x
For each gesture you are able to store any of the gesture properties into variables.
At the moment there are round about 50 Actions.
To use this package you will need the PlayMaker and EasyTouch assets. The Asset is available here. Workflow 1. Add PlayMaker 2. Add EasyTouch 3. Import both into the scene 4. Add these package 5. Use all EasyTouch Functions/Gestures in PlayMaker EasyTouchGesture Action Store Values
I added a new example scene where you have a maze in 3D rotating by swipes.
You can try it HERE. This is the PlayMaker FSM for the maze rotation, easy! The package contains a action that converts 2D Vectors to 3D vectors with individual directions (Vector3 X Value = Vector2 Y Value for e.g.)
Looks very easy to use. Shame I don’t have Playmaker though. Having built my own visual scripting engine makes me reluctant to buy another. Just need to get mine working with Unity. LOL!
I submitted version 1.1 to work with the new EasyTouch 4.0 version.
The PlayMaker Actions for EasyTouch 3.1 are also included as unitypackage to work with the “old” version if you can’t upgrade your project.
If you import them you should first delete the latest Actions, because they won’t work with 3.1.
I hope the update gets reviewed fast. I will inform when it’s online.
If you need it before send me an e-mail with invoice number and I’ll send it to you manually.
The latest examples really help to get up and running quickly for newbies like me.
Something I would like to see added to the actions is the possibility to specify an
individual object for the touch interaction. The tap a specific object example shows
how to work round this, but this would be simpler :
Hi,
Thank you for making this asset, It’s very very helpful and versatile. I did just encounter an issue tho.
In the frog example the frog is not moving an not rotating. It just sometimes flies up at random
EDIT:
Nvm, I figured it out once I gave a look at it. It was just a missuse of x’s, y’s and variables in converting vector2 to vector3. For those who are interested: this is how i fixed it:
I am setting up a simple Orbit Cam with panning using EasyTouch, PlayMaker, and this collection of actions. I basically have a cube with the swipe to change it’s position and twist to rotate it. (See DragCamera and TwistCube example scenes since I basically have both of these applied to one cube.) I mapped the swipe Vector2 Y to Vector3 Z in order to move the cube along it’s X and Y axis. I mapped the cubeAngle to Y in order to rotate the cube on it’s Y axis. I have a camera with a Smooth Follow Action on it with the cube as the target object.
Everything works great until I rotate the cube. Swipe moves the cube in relation to the world and not the cubes current orientation. For example, if I rotate the cube 180 degrees then the swipe motion has the opposite effect. Swipe right object moves left. Changing the Get Position and Set Position Actions Space from World to Self or any combintation of these values has no effect.
I need to have a solution that will position the cube using it’s local orientation. For example. A swipe up will always move the cube along it’s positive Z axis and a swipe right will move the cube along it’s positive X axis.
EasyTouchSetGameObjectToTouchPosition Action and example Scene
The new action/example scene let you move objects by dragging or tapping directly to your finger position in 3D space
Vern_Shurtz: Sorry for the late response, you better should contact me through E-Mail because I’m not that often online here. Did you solve your problem?