本游戏资料是个关于手指触摸手势输入-输出脚本Unity游戏素材资源,大小:3.54 MB,格式:unitypackage,使用软件:Unity,供广大设计师学习使用,语言:英语。
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。
Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity 4作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity 3都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
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Fingers - Touch Gestures for Unity Scripting Input - Output
Digital Ruby (Jeff Johnson)
Requires Unity 5.6.4 or higher.
Fingers is your one stop choice for all gesture handling in Unity (and other C# platforms as Fingers has no Unity specific code). Fingers has been tested and runs great on MAC, Windows, iOS and Android. Full C# source code and shader code is provided!
With Fingers, you get all the common touch gestures you are used to built in. This includes: tap, double tap, long tap, pan, rotate, scale and swipe gestures. In addition, creating your own custom gestures is simple and easy.
I've recently began adding on-screen controls. Right now a joystick and dpad are included with more controls planned for the future.
Adding gestures in the inspector has never been easier. Simply add from the component menu and configure your gesture. Set the callback to your script and you are done!
Pan/rotate/scale and drag and drop is simple. Built in scripts for these scenarios, with demo scenes are provided.
I've also added image recognition gestures. With a few minutes of tweaking, you can recognize shapes like circles, lightning bolts, check marks and the letter X.
Previewing gestures in the player is easy, even without a touch screen. Just use the shift and control key plus mouse wheel to simulate pinch and rotate gestures, along with each button to simulate a different finger.
Fingers has a similar architecture to UIGestureRecognizer from iOS, but is built using all C# code and will easily run on any platform that has a mouse or touch screen.
Gestures are restricted to most UI elements by default, but this is easily configured if you want the gestures to pass through additional UI elements. This asset works great with the default Unity UI and Event System.
Gestures can be executed simultaneously or exclusively (the default). In addition, gestures can require other gestures to fail (such as a tap requiring a double tap to fail).
Fingers requires knowledge of C# and Unity scripting to integrate, but the number of lines of code to get up and running should be minimal. A demo scene and script is provided to show you how the gestures work.
Fingers uses inches by default to measure distances for certain thresholds, but this can be changed via properties on the gestures.
When using Fingers with Unity Remote, you may want to temporarily disable mouse handling via script property.
This code works great even outside of Unity. For example, I am using this code for a Xamarin Android drawing app (You Doodle) instead of the native Android gestures! Fingers gestures framework does not contain any Unity specific code so the framework will run great anywhere C# is supported. If you want this in Xamarin, you just have to write the adapter to send touch events.
I've included my Xamarin Android touch adapter code in the Readme.txt file at the bottom.
Digital Ruby (Jeff Johnson)
Requires Unity 5.6.4 or higher.
Fingers is your one stop choice for all gesture handling in Unity (and other C# platforms as Fingers has no Unity specific code). Fingers has been tested and runs great on MAC, Windows, iOS and Android. Full C# source code and shader code is provided!
With Fingers, you get all the common touch gestures you are used to built in. This includes: tap, double tap, long tap, pan, rotate, scale and swipe gestures. In addition, creating your own custom gestures is simple and easy.
I've recently began adding on-screen controls. Right now a joystick and dpad are included with more controls planned for the future.
Adding gestures in the inspector has never been easier. Simply add from the component menu and configure your gesture. Set the callback to your script and you are done!
Pan/rotate/scale and drag and drop is simple. Built in scripts for these scenarios, with demo scenes are provided.
I've also added image recognition gestures. With a few minutes of tweaking, you can recognize shapes like circles, lightning bolts, check marks and the letter X.
Previewing gestures in the player is easy, even without a touch screen. Just use the shift and control key plus mouse wheel to simulate pinch and rotate gestures, along with each button to simulate a different finger.
Fingers has a similar architecture to UIGestureRecognizer from iOS, but is built using all C# code and will easily run on any platform that has a mouse or touch screen.
Gestures are restricted to most UI elements by default, but this is easily configured if you want the gestures to pass through additional UI elements. This asset works great with the default Unity UI and Event System.
Gestures can be executed simultaneously or exclusively (the default). In addition, gestures can require other gestures to fail (such as a tap requiring a double tap to fail).
Fingers requires knowledge of C# and Unity scripting to integrate, but the number of lines of code to get up and running should be minimal. A demo scene and script is provided to show you how the gestures work.
Fingers uses inches by default to measure distances for certain thresholds, but this can be changed via properties on the gestures.
When using Fingers with Unity Remote, you may want to temporarily disable mouse handling via script property.
This code works great even outside of Unity. For example, I am using this code for a Xamarin Android drawing app (You Doodle) instead of the native Android gestures! Fingers gestures framework does not contain any Unity specific code so the framework will run great anywhere C# is supported. If you want this in Xamarin, you just have to write the adapter to send touch events.
I've included my Xamarin Android touch adapter code in the Readme.txt file at the bottom.
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