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Showing posts with label InputTouches. Show all posts
Showing posts with label InputTouches. Show all posts

Friday, 13 September 2013

More Updates

So I've been working day and night updating all the packages, especially TBTK. Here's what happened:

A new update of InputTouches has gone live on AssetStore. It's very a minor update. The only notable addition would be the tap multiTap event filter. Anyway, here's the full list of the changes:
  • Add option for multi-tap filter. Remove any prior tap event with lesser tap-count before the final tap event in a multiTap event.
  • A tap can now go on (being held down) for as long as needed
  • Added missing information to the documentation - pinch and rotate info
  • DragDetector_AndroidFix.cs has been merge into DragDetector.cs

An update of TDTK has also gone live on AssetStore. It's a hot-fix for several bugs I missed or accidentally introduce when working on the last update. Again, the full list of changes:
  • fix bug for tower aiming in separated barrel mode
  • fix bug with path-indicator when paused
  • fix timeScale issue when loading a new scene when paused
  • fix bug with dragNdrop build scheme where it stop working if a DragNDrop process is cancelled

Finally the big one, TBTK, which has effectively consumed my life for the past few days. I must say it's a big relief for me that the next update is almost done. If everything goes well, I should be able to submit by today. I hope this update would fix most of the issues in the last update, which was abysmal consider the bugs it has. I have put an extra effort bug-testing for this one. 

Apart from the bugs fix, I've added fog-of-war and XCom style cover system. This should be very interesting. Also I've restructured the TurnMode setting from ground up. The new system should cover more ground and have much more flexibility. I'll talk more about it when it's finally released. For now, here's a screen shot of the test-scene I'm working on:


Tuesday, 16 July 2013

Latest Release

2 updates has just been released on AssetStore, TDTK and InputTouches

The update to InputTouches is minor really. It just to fix up 2 minor bugs. They are as follow:
  • Fix bug where third mouse button click is recognised as right-mouse click
  • Fix bug where multi-finger drag event wont be triggered if more than 1 fingers landed on the screen at the same time.

The update to TDTK is basically a fix to the recent update of v2.2.3. It's just to fix a few bugs with AbilityManager. As well as getting rid of the warning message when used in Unity4.1.

Both of them are now live on AssetStore.

Wednesday, 7 November 2012

InputTouches v1.1.3 now live!

It's about damn time. Version 1.1.3 is finally live on AssetStore. After almost 3 weeks I first submitted it. Turns out there's some faulty submission of some sort that the earlier submissions were overlooked.

Anyhow, it's now live and hence this post. The details of the updates are as follow:
  • Added JS counterpart to all the C# examples
  • Added isFlick variable to DragInfo, indicate if it's a (very) short drag
  • Pinch Event now pass PinchInfo which include the magnitude of the pinch as well as the finger's position.
  • Pinch Event now pass RotateInfo which include the magnitude of the rotation as well as the finger's position.

You can get it on AssetStore. For more information, please visit the official support thread.

Monday, 5 November 2012

Status Update (NSS is awesome edition)

Just Submitted an update for PathFinder v1.0. I have put substantial amount into this update, almost everything has been rework. But I'll talk about it in later post, probably when the update is approved by Unity. But if you have been following the blog, it's basically about a more optimised and efficient graph type, as well as path-smoothing and addition of C# version of the code.

It's a bit worrying to be honest. My submission of last InputTouches update has been pending for more than 2 weeks. It normally take only a day or two, makes me wondering what has gone wrong. It's also frustrating at the same time that there are people who surely could use the update (which I promised) and I can't get it out. If you are wondering what's the InputTouches update is about, it contains some requested minor change by user as well as a whole set of examples in JS.

I'm looking forward to the approval of these two package. Also I have some plan for AssetStore, possibly a shocker, so stay tuned. :)

Apart from these, I've been working on a new but quite interesting free-lance work. It's still in early prototype and the game won't be available anytime soon. Still, it's always exciting to work on new stuff/mechanic that I haven't try before.

Finally, I should explain the title. What the hell is NSS? It's short for New Star Soccer. A ridiculously addicting and fun iOS game. It's rather terrifying, I find myself play it on my phone all the time, whenever I can, even when I can play stuff like guildwars2 and PES on my PC. However I suppose only those who have interest in football could really relate to it. The fact that it's so simple and yet it manage to capture some of the essence a whole a player contribution in a football match thing successfully is really impressive. Well not all of it is brilliant, certain aspect of it is quite arcady and gamey. Still credit where credit's due, it's really good. Consider that fact that it cost only $1 and it's free to try out. But if you plan to try it out, be warned that it's addicting as hell, so try at your own risk.



Tuesday, 24 July 2012

Input.Touches v1.1.2

Just a quick note that Input.Touches has got a new update and is now live on Unity AssetStore. In fact, 2 days ago. And yes, this is a very very late post. So here's the update note:


General Change: 
  • documentation overhaul.
Bug Fixes:
  • releasing finger on mobile device no longer triggered a spike in onDraggingE and onDraggingEnd
  • pre-made gesture prefab is no longer missing BasicDetector.cs


So yes, nothing major to be honest, except on the documentation. Thanks to DannyB who did the proof-reading and the formatting template from Lance, the documentation is now indeed up to a professional standard, or so I hope. I really appreciate the help as I couldn't have possibly done it on my own. I'm absolutely hopeless when it comes to matter like this.

Also I like to thank all the support which contribute to the relative success of the package. And thanks for all those who have put in kind review for the package.

Saturday, 7 July 2012

InputTouches v1.1.1 released

Just a quick annoucement that update version1.1.1 is now live on AssetStore. The changes in the new update are as followed:
  • fix bug where onSwipeStartE, onSwipingE and onSwipeEndE events wouldnt fire
  • fix bug but with 2 fingers rotate (twist)
  • added smoothing configuration to 2 fingers rotate (twist)
  • fix error description on documentation, specifically for charge related events
  • added two new mini-game demos, turret and flick-shoot
Some of it are rather critical game breaking bug that shouldn't have happen in the first place. I admit it's my error. I so hopelessly careless. I hope that doesn't cause anyone a serious amount of head-scratching or worse, disappointment over the functionality of the package.

On the brighter side, the 2 new mini games would serve as a very good starting point for some simple game, using the input gesture supported by the library. Both are turret game but uses very different mechanic.

Monday, 25 June 2012

Input.Touches update v1.1


I'm pleased to announce that Input.Touches has been given a major update. It's a huge change to say the least, almost all of the core code has been reworked. As a result, the library is now support multi-touch, multi-gesture concurrently. Following is the major change/addition in a nutshell:
  • added support for multiple (2 or more) fingers version for most event. These events included tap, long tap, multiple (2 or more) tap, charge, drag.
  • added support for multiple concurrent input event. These events included tap, multi-finger tap, long tap, multi-fingers long tap, multi-tap, multi-finger multi-tap, drag, swipe.
  • swipe event can now be triggered consecutively without needing to lift the triggering finger.
All the events in the previous version is still intact. I've tried to minimize the change to the event API as much as possible.

Following the new update, in theory, one can now make a multiplayer game on i-Pad with multiple touch gesture with Input.Touches. Or indeed, build a complex control scheme using the possible combination of gesture type. Very neat I think. I'm rather pleased with the result. It has certainly took me a lot of effort, a lot more than I initially anticipated. But then I've done a lot more than I initially have in mind. Overall this is a huge improvement over version 1.0. I'm fairly confident that most existing user will agree.

The package is now live on AssetStore. Feel free to post any question or comment on the official support thread.

Thanks for reading!


Friday, 1 June 2012

Input.Touches v1.0 Update


I like to thank all the user for supporting Input.Touches. It has received some postive recognition following its featuring on Unity AssetStore madness sales.

Now, an update has been made to the package following feedback and suggestion from users. I've revised almost all of the code to solve the mouse and touch input conflict when running on unity editor with target platform set to iOS or Android. I'll be eager to receive any feedback and comment regarding the new change. I like to thanks Chris Byers for suggesting the possible solution in the first place.

Also along with the new update a bug or two has also been fix. I certainly hope I didn't miss out any. So the full changes in version1.0 are as follow:
  • Code revision, no more platform dependant compilation. Touch and mouse input are now compatible with each other under any circumstances.
  • fix bug where the angle of a swipe is not calculated properly
  • fix bug where onDraggingEnd event doesn't pass the correct touch position when running on device
The latest package has been submited to AssetStore and should be available shortly.

Friday, 27 April 2012

Input.Touches



Introducing "Input.Touches", my latest addition to Unity AssetStore. It is aimed to be a low cost, easy to use helper library for Unity3 touch (and mouse) input. The library uses event system to signal various input event. Let the user by pass the need to deal with coding of the input.

So in a nutshell, this is what comes with the package:
  • Support various gesture: swipe, pinch, drag, rotate, double tap, long tap, short tap, charging, on up, on down, single finger, two fingers...
  • Uses event system, keep things simple.
  • Support both JS and C#.
  • Tested and works on PC and IOS device.
  • Various example scene with documented code.
  • Comes with support of a dedicated developer. :)
Also please feel free to try out the demo.

I know this is not the first package of it's kind on the AssetStore. And there are some very successful package of this sort on the Store. FingerGestures *cough*. Trust me I'm not jumping on the bandwagon and I havent purposely spent a lot of time to put this package together. Most of the content has been done way before. I have actually spent a month or more working on a multi-touch project for research purpose. That's where the most of the multi-touch gesture and camera stuff get done. Also TDTK also contain such touch input and gesture element for camera manipulation. Well there, I've said it, this is a recycle content from my past project.

Still I recon it would do some good out there. I'm pricing it pretty low at $20 and I do plan to add more content to it. And I'm prepare to provide good support to the user. Just like how I did with TDTK's users. :)

Well I'll stop here. Here's a link to the Unity AssetStore. Feel free to leave a comment here or at the official forum thread on Unity forum.