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EasyJoystick :The easiest way to create a virtual joystick

Discussion in 'Assets and Asset Store' started by Hedgehog-Team, Nov 2, 2012.

  1. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    EasyJoystick is an extension of EasyTouch 2.5 , it's allow you to easily create a virtual joystick for mobile device.

    Easyjoystick will be integrated to EasyTouch and will be available in late November early December.

    It is possible to integrate Easyjoystick in different ways:
    * * Direct (Direct gameobject control by joystick)
    * * Event (C# ou unity message)
    * * Include
    * * Direct event

    Simpler than a long explanation, here are two videos showing you the possibility of joystick (hd mode is better) (sorry for my english)

    Integrating charactercontroller


    some parameter of EasyJoystick (it was the alpha version)
     
    Last edited: Nov 2, 2012
  2. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I'm looking for beta tester for EasyJoystick, communicate to me your invoice number of EasyTouch, and I will send you the package (I would take the first 5)

    Nicolas
     
  3. ZJP

    ZJP

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    No "standalone" version?
     
  4. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I realize first integrated version.

    The standalone version need a "light" version of EasyTouch. I Ithink putting the "light" version in obfuscated DLL.
     
  5. Hedgehog-Team

    Hedgehog-Team

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    Hi

    I have a good new version 2.5 of EasyTouch with Easy Joystick is released.


    Code (csharp):
    1.  
    2. /// Release notes V2.5 November 2012
    3. /// =============================
    4. ///     * EasyJoystick
    5. ///     --------------
    6. ///     - First release of EasyJoystick
    7. ///
    8. ///     * EasyTouch class
    9. ///     -----------------
    10. ///     - Add static method IsRectUnderTouch : to get if a touch is in a rect.
    11. ///
    12. ///     * Inpsector
    13. ///     ------------
    14. ///     - New inspector style for pro  free skin
    15. ///     - Add hierarchy icon to identify EasyTouch gameObject
    16. ///
    17. ///     * Gesture class
    18. ///     -----------------
    19. ///     - Add method IsInRect( Rect rect) that return true if the touch is in the rect.
    20. ///
    21. ///     * Bugs fixed
    22. ///     ------------
    23. ///     - Fix 2 static methods that didn't properly reference the  EasyTouch instance
     
    Last edited: Nov 6, 2012
  6. ZJP

    ZJP

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    Ok... ;)
     
  7. EvilDingo

    EvilDingo

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    I bought this for the joystick implementation, but I'm not really happy with it. There are no clamps for length of the rotation, so you can just endlessly loop around and around, and it easily gets rotated off the center. So when you manage to point it forward again, your view is skewed. It's not useable unless you're only going to use it for translation.

    I've already written a virtual joystick that works fine, but I was hoping for some inspiration or better practices, but this seems very heavy and a little unwieldy, at least for now.
     
  8. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I don'ot understand very well your problem is that the joystick remains active even if you are outside the active area is that?
    Or you want to clamp rotation in X camera in first person by exemplae ?

    There are several way with easyJoystick implementation, Direct, Include, Event, and Event and Direct.

    Nicolas
     
  9. ArcIo

    ArcIo

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    I have been using the easytouch since 2.0 and i'm pretty happy with it. In-fact, today I was able to do a prototype of a game concept in about 2 hours and I'm not great at Unity so hats off to such a great tool.

    I do have a question though, I would like to fire a bullet every you are touching the right joystick. How do I trigger the gun script when the user is touching the joystick and secondly, how do I know if a user is touching them or not?
     
  10. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    For the moment it is not possible to do what you ask, it is a very good idea, I'll add in the next release.

    Nicolas
     
  11. Arc_Blight

    Arc_Blight

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    Hi,

    I tried to use this Joystick for my game. But since my game has several script that is JS, I don't understand how you can SendMessage to a JS file?
    The variable you passed is a "MovingJoystick" which JS script doesn't recognize since there's none of that class in JS.
    Hope you can help me solve this problem.

    Thanks.
     
  12. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    First thank you for your purchase.

    If you want to use EasyJoystick with Javascript with Event or Direct event mode you must :
    1- Place Plugins folder in the root of your project

    2- Set broadcast message to on
    3- Select your send message method
    4- Select the gameobjet who will receive messages



    You can download here a simple javascript scene exemple that write in the log some joystick informations
     
  13. Arc_Blight

    Arc_Blight

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    Thank you very much! This package has been a great help for me! :)
     
  14. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    A new version of EasyTouch EasyJoystick will be available in April

    If you want to discover the new feature of EasyJoystick that will be release on April 2013



    Nicolas
     
  15. I am da bawss

    I am da bawss

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    Just wondering, will this still be compatible with Unity 3.57?
     
    Last edited: Mar 25, 2013
  16. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I wanted to do in the 4.x release, for the customer in 3.X you will able to send a mail with your order number, I will send you 3.X source code

    Nicolas
     
  17. outtoplay

    outtoplay

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    Awww say it ain't so.. Lotta us 3.57 folk out here. Would really.......really like you to reconsider releasing for us.
     
  18. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    As indeed it is fully compatible, you're right. But as I have a pro license 4.X, I prefer to work in the 4.X

    Yes 3.X would be better

    thank you
     
  19. I am da bawss

    I am da bawss

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    You can still release for Unity 3.5.7 by installing 3.5.7 in parallel - and open the project and save it as 3.5.7.

    I will be very disappointed (and unhappy) if support for 3.5x users has ended.
     
  20. Hedgehog-Team

    Hedgehog-Team

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    By popular demand I will be update in 3.X ...
     
  21. outtoplay

    outtoplay

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    Dats.... what I'm talking bout!

    awesome,
    B.
     
  22. I am da bawss

    I am da bawss

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    Awesome! :D
    Now that's what support is all about! :)
     
  23. Hedgehog-Team

    Hedgehog-Team

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  24. Hedgehog-Team

    Hedgehog-Team

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    Hi everyone!

    The EasyTouch release 3 will be very late, but it will be better quality.

    I applaud the work of the beta testers, without which the release 3 would be unstable "BRAVO"

    All your comments or ideas are welcome on our forum:
    http://www.blitz3dfr.com/teamtalk/index.php
     
  25. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    EasyTouch 3.0 is available Link to Asset Store

    Web Player

    Forum support

    Allows you to quickly and easily develop actions based on a touchscreen, joystick button. All major gestures are recognized by EasyTouch such as tap, double tap, swipe, twist, pinch...

    * New NGUI support
    * New EasyJoystick 2.0
    * New EasyButton 1.0
    * New Reserved area
    * and much more...Click here


    * All major gestures are recognized in the same time
    * Automatic object selection and multi layers <br>
    * Remote support<br>
    * Second finger simulation<br>

    You have all you need to create your game on mobile device, developed for mobile platforms has never been easier


    EasyTouch is written in C#, it notifies you of an action by events. The events are sent by delegate system or internal messaging function of Unity
     
  26. meganuke

    meganuke

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    why are there no examples on how to use it in "include" mode?

    im having a problem that i guess everyone has, if the user press an easy button, and accidentally drag his finger out of the button, then the event "On_ButtonUp" is never sent.

    i was thinking in directly read the status of the button, but the documentation is very poor, and there are no examples for the "include" mode at all.
     
  27. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Include mode, it's simply when you when to acces by code. So you have just create a public variable of type EastyJoystick on your script,(drag and drop your joystick on the inspector, after you can acces at all public member.

    Using include mode doesn't resolve your problem, I'm going to look at that tonight, may beyou find a bug.

    Nicolas
     
  28. meganuke

    meganuke

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    any progress on this?
     
  29. Hedgehog-Team

    Hedgehog-Team

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    It's very strange, I don't have this issue.

    Have set Swipe out to TRUE on Button position size inspector , because this option do that you say
     
  30. acriticalstrike

    acriticalstrike

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    How can I access the x and y values of the joystick? I have a spacecraft it moves very fast it's fun to fly around the solar system and shoot enemies down with. I need to check these joystick values periodically so that I can adjust what axis the player craft will be rotated on. When the player is turning completely left I'd like the ship to turn to the left and when the player turns completely right the ship should turn right this is done on the x axis of the ship. If the player is turning to the right and the y value of the joystick is high or low enough the ship will rotate on its z axis so that the ship will roll not turn. This should be a much more ergonomic and intuitive way of controlling a spacecraft and/or an aircraft. Let me know your thoughts.
     
  31. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    To do that you want , you must use Event.

    Look at file : C_EasyJoystickTemplate, there is all event that you can catch, each events are coming with a parameter type of MovingJoystick.
     
  32. John-G

    John-G

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    Does this support other GUI systems beside NGUI for 2nd camera?
    I have Daikon Forge for creating Gui's, find it much better for my needs.
    But looking for mobile controls, so would need both to play together.
     
  33. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    EasyTouch support multi camera for GUI or for own use. I don't know how works Daikon Forge, can you tell me more
     
  34. mperdue

    mperdue

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    Edited to delete message. Problem is unrelated to easy joystick.
     
    Last edited: Dec 25, 2013
  35. NightStorm_100

    NightStorm_100

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    I will try the EasyJoystick with Daikon sometime soon to see the Perfomance. But won't result a additional Camera in more Draw Calls?

    It would be better if it was integrated in DFGUI so it can use the DFGUI Atlas to spare some Draw Calls.

    I am sure Masaaki or Takuan will Help in creating a Add-On.
     
  36. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Currently EasyJoystick and EasyButton use Unity GUI, but I do not want to tie myself to a specific GUI.

    It is 2 extensions will be migrated to the new Unity GUI for September
     
  37. imtrobin

    imtrobin

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    I have suggestion about API

    1. In easyjoystick delegate, instead of a generic callback, let me specify which joystick to register my callback. That way I don't need to do a string check on the joystick name.

    e.g

    EasyJoystick.GetJoystick ("XXX").On_JoystickMove += MyMove;

    void MyMove (MovingJoystick m)
    {
    // no need to test against which joystick
    }

    When they are multiple joysticks, running string compare every update for mobile is not good.

    2. When I play a cutscene, I need to disable all input. Now I have to get every joystick to disable. It would be good to be able to disable all at the main instance

    e.g

    EasyJoyStick.DisableAllJoystick = true;
     
  38. NightStorm_100

    NightStorm_100

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    I will try to mod EasyJoystick to DFGUI. I dont want to buy another Asset for that when i already got one.