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Pretty sweet! Played around with it today, nice, smooth and responsive. Easy to use.
Thanks so much!
I would also like to announce that there will be further updates to this package soon! Touch Input Manager 1.0 can stand up very well on its own as a touch solution for games but I am seeing it as the foundation for a package that will one day cover every aspect of touch, all the while maintaining easy to use visual editors.
So here is a sneak peek on the next update I am working - animations so that you can give your joysticks some character!
The 2.0 update is well under way, and I have a screen shot for you all! I’ve split the editor into 2 windows, one for creating input objects like joysticks/buttons (Input Editor), and the other for placing them into a layout (Layout Editor).
The Input Editor will help you create joysticks/buttons/etc from scratch. You can define their textures, they size on screen. You can configure input-type specific options (such as locking an axis on a joystick), and you can even do all of your animating all in the editor (Yes, finally, animations!)!
I am really excited about the new animation system too! You can have many number of preset animations, and you may swap between the presets at runtime. You can, for example, create a “Spell” button with 10 animations presets. (Fire/Ice/etc). Depending on the spell of your character, you can toggle a different animation. For example, the “Ice” animation preset might replace the joystick textures with a frosty looking joystick, and you could to the “Ice” preset when the player has an Ice spell equipped.
Finally, the Input Editor will have a preview panel, and you an preview your joysticks exactly how they will appear ingame, down to the animations! The animations will update in the preview panel automatically, and you can, at any time, click and play with the joystick in the preview panel to see what your animations look like!
Check it out in action here! Imgur: The magic of the Internet
I’ve also added in “Touch Zones”, which are sections of the screen the player can press, and any gameobject with a collider that they touch will receive an OnTouchDown and OnTouchUp message. Very simple to do on your own, but I’ve incorporated it into the framework so that you can easily toggle on/off different touch zones at run time (The same way you can toggle on/off different joysticks and buttons).
Just a reminder that 1.0 joysticks and buttons will not be compatible with 2.0, though your license will carry over.
Edit:
Went on a holiday for a while to travel europe and I am back now. 12/27/2013
The framework is in Beta and will be releasing soon, just gotta get the bugs ironed out!
Bought it. Played with it and have the Animation ability tackled. Changed colors of rings in Photo program and then changed them MORE in Animation settings. Changed size of touch rings and it looks nice.
Great JOB.
WELL WORTH YOUR PURCHASE, FOLKS. Much easier than messing around with codes in the RAW.
Just follow instructions on BOTH YouTube Films, and you can get it running in no time for rolling around a ball.
Testing on NEXUS 7" . Nice looking.
BUT I personally need help getting my FPS player to move when I press the Touch circles.
IS anybody using this Manager with the default FPS Controller Prefab ??
Hey ArrComm1!
Thanks for b the review. I can whip you up a character controller example on Monday and email you it if you like? I won’t be able to do cantering over the weekend unfortunately.
That would be just fantastic. I will be on road for about 12 hours Monday, :-? but will have my Android tablet and a small Acer computer to use on breaks during drive.
If you wish to see the Android project this will be applied to, go visit my web site… www.arrcomm.org. The PC game I developed is already for sale. ( UPC 703610979130 ).
Converting it to Android App game.
Also have plan to use it with Noah’s Ark game I finished for PC computer.
Little late to the party here, but I just found this and I’m loving it.
One question though. I have a joystick on the left and button on the right. However, when I use the button, it sort of hijacks the joystick and forces it to the right. So, if I’m using the joystick to move around, the minute I hit the button the joystick jumps to the right and stays there until I let go of the button. Another way is if I press and hold the button, the joystick will not come up when I try to press it. Also, if I use the joystick and let go of it, then use the button, it works fine.
Any help would be appreciated.
i am beginner in unity mobile app development . please tell me how to use First person controller with touch input manager