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[RELEASED] Easy Touch

Discussion in 'Assets and Asset Store' started by Hedgehog-Team, May 8, 2012.

  1. Banksy

    Banksy

    Joined:
    Mar 31, 2013
    Posts:
    376
    Looks like a Dead Project.... No reply for nearly 2 weeks... Lucky for me, I was actually thinking of purchasing the asset.

    Seems like support for this asset simply Sux. It used to get great support from what I've heard.. but now its simply gone to S***... :(
     
    jococo likes this.
  2. decoy98

    decoy98

    Joined:
    Aug 30, 2011
    Posts:
    36
    First of all, great product!

    Just a simple question. I was wondering how to build a slingshot that only spawns on a specific area in the screen.

    Here is a gif screenshot: http://gyazo.com/edba78d7c3718346e3e101d108108e5f

    As you can see, I am using a combination of Drag and Swipe events, the thing here is, I want the Slingshot to be dragged only when the player swipes.

    My code is below:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class swipeShoot : MonoBehaviour {
    5.    
    6.     private TextMesh textMesh;
    7.     private GameObject trail;
    8.  
    9.     private bool inRect = false;
    10.  
    11.     public Rect myRect;
    12.     public Rect myRectFlipped;
    13.     // Subscribe to events
    14.     void OnEnable(){
    15.         EasyTouch.On_SwipeStart += On_SwipeStart;
    16.         EasyTouch.On_Swipe += On_Swipe;
    17.         EasyTouch.On_SwipeEnd += On_SwipeEnd;      
    18.     }
    19.    
    20.     void OnDisable(){
    21.         UnsubscribeEvent();
    22.        
    23.     }
    24.    
    25.     void OnDestroy(){
    26.         UnsubscribeEvent();
    27.     }
    28.    
    29.     void UnsubscribeEvent(){
    30.         EasyTouch.On_SwipeStart -= On_SwipeStart;
    31.         EasyTouch.On_Swipe -= On_Swipe;
    32.         EasyTouch.On_SwipeEnd -= On_SwipeEnd;  
    33.     }
    34.    
    35.     void Start(){
    36.         textMesh = GameObject.Find("LastSwipeText").transform.gameObject.GetComponent("TextMesh") as TextMesh;
    37.     }
    38.    
    39.     // At the swipe beginning
    40.     private void On_SwipeStart( Gesture gesture){
    41.        
    42.         // Only for the first finger
    43.         if (gesture.IsInRect(myRect, inRect)) {
    44.             if (gesture.fingerIndex==0 && trail==null){
    45.             // the world coordinate from touch for z=5
    46.                 Vector3 position = gesture.GetTouchToWordlPoint(5);
    47.                 trail = Instantiate( Resources.Load("Trail"),position,Quaternion.identity) as GameObject;
    48.             }
    49.         }
    50.     }
    51.    
    52.     // During the swipe
    53.     private void On_Swipe(Gesture gesture){
    54.         if (gesture.IsInRect(myRect, inRect)) {  
    55.             if ((trail!=null) && (gesture.IsInRect(myRect, inRect))){
    56.                 // the world coordinate from touch for z=5
    57.                 Vector3 position = gesture.GetTouchToWordlPoint(5);
    58.                 trail.transform.position = position;
    59.             }
    60.         }
    61.         transform.GetChild (0).gameObject.SetActive (true);
    62.     }
    63.    
    64.     // At the swipe end
    65.     private void On_SwipeEnd(Gesture gesture){
    66.         if (gesture.IsInRect(myRect, inRect)) {
    67.             if (trail!=null){
    68.                 Destroy(trail);
    69.                 // Get the swipe angle
    70.                 float angles = gesture.GetSwipeOrDragAngle();
    71.                 textMesh.text = "Last swipe : " + gesture.swipe.ToString() + " /  vector : " + gesture.swipeVector.normalized + " / angle : " + angles.ToString("f2") + " / " + gesture.deltaPosition.x.ToString("f5");
    72.             }
    73.         }
    74.         transform.GetChild (0).gameObject.SetActive (false);
    75.     }
    76.    
    77.     void OnGUI() {
    78.         GUIDrawRect(myRectFlipped, new Color(256,0,0,.35f));
    79.     }
    80.    
    81.     private static Texture2D _staticRectTexture;
    82.     private static GUIStyle _staticRectStyle;
    83.    
    84.     // Note that this function is only meant to be called from OnGUI() functions.
    85.     public static void GUIDrawRect( Rect position, Color color )
    86.     {
    87.         if( _staticRectTexture == null )
    88.         {
    89.             _staticRectTexture = new Texture2D( 1, 1 );
    90.         }
    91.        
    92.         if( _staticRectStyle == null )
    93.         {
    94.             _staticRectStyle = new GUIStyle();
    95.         }
    96.        
    97.         _staticRectTexture.SetPixel( 0, 0, color );
    98.         _staticRectTexture.Apply();
    99.        
    100.         _staticRectStyle.normal.background = _staticRectTexture;
    101.        
    102.         GUI.Box( position, GUIContent.none, _staticRectStyle );
    103.     }
    104. }
    105.  
     
  3. bobbylee

    bobbylee

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    Aug 15, 2013
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    I'll tell you, I am getting sick of this, 50% of the assets I have purchased have no good support, or died!
    As for this one, no answer at their forum, no answers here, no response to email, and as far as I see it has been more like a month. Time to move on to another solution I guess.
     
    jococo likes this.
  4. crag

    crag

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    Dec 13, 2013
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    It seems support is M.I.A. but maybe someone who uses this product can help me out. I am trying to access EasyTouch with JS. The documentation says to move the Plugins folder to root folder. I already have a Plugins folder with other plugins installed. Should I just move the contents of EasyTouch Plugins folder to my pre-existing Plugins folder on root? Thanks anyone!
     
  5. greggtwep16

    greggtwep16

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  6. crag

    crag

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    Yeh, I've read all about that. But "Gesture" was still unrecognized. Anxious to get something working, I have since written my own touch handler and look to offload this plugin. Thanks @greggtwep16.
     
  7. Banksy

    Banksy

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    Mar 31, 2013
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    376
    Anyone tried using Finger Gestures asset & if so how does it compare to E.T apart from the fact E.T has joy stick features... & crap support ;) but then again.. F.G also has crap support
     
  8. pKallv

    pKallv

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    Mar 2, 2014
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    1,191
    I just moved from that product due to even worse support, look at their support forum basically nothing is replied for a very long time. I even emailed them without response. I think that is a dead product. Also ET seems more solid.
     
  9. crag

    crag

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    Dec 13, 2013
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    Meanwhile, I just bought a $10 asset and that dude gives serious and fast support! ET, refund please.
     
  10. mog-mog-mog

    mog-mog-mog

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    Feb 12, 2014
    Posts:
    266
    I am trying to implement photo resizing. I need to detect zoom (two finger zoom gesture) and rotation (two finger rotation gesture) - how can I detect them?

    On a side note, do you plan to integrate this with 4.6UI?
     
  11. mimminito

    mimminito

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    Feb 10, 2010
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    There is an example of this inside the included examples within the package. It uses a photo and detects zooming, rotation, and more. Check it out!
     
  12. Hedgehog-Team

    Hedgehog-Team

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    Posts:
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    Hi all,

    We are sorry for the delay, but the unity forum has a bug, it doesn't
    send us post notifications!

    They have corrected the bug, and now it seem to be ok.

    Many publishers seem to get the same problem,
    we are sorry (but not really responsible...)

    I recall that the support for users, can be found here :

    (We are tired to support pirated version...)
    http://www.blitz3dfr.com/teamtalk/index.php

    It's easier for us, to track your problems or requests

    We are planning a 4.X version that will use the new Unity GUI!

    pKallv
    Can you give me screenshot of your EasyTouch Inspector, and the sprite collider ?

    lilboylost

    Yes, we plan to update to Unity 4.6, a example with photo pinch is allready provided in the kit.



    Hedgehog Team
     
    Last edited: Aug 26, 2014
    Kellyrayj likes this.
  13. bobbylee

    bobbylee

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    Aug 15, 2013
    Posts:
    49
    That is fine to blame the forum, but I also sent email's to support and tried to signup with YOUR forum and got no response until now. And that response from the forum signup was "Registration Rejected", I have tried to signup again and waiting to see what happens.
    I like your products, I have two right now, and after being burned by Daikon Forge recently I was maybe over reacting.
     
  14. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    If you account has been rejected because your invoice number was incorrect (may be a bad copy/paste)

    We must not forget that we aren't a company of 30 peoples, but only 2 independent, and we do our best to ensure the best possible support (look at our forum support).

    We regret this incident, we invite you to re-registration, and include your invoice number.
     
    Last edited: Aug 26, 2014
  15. bobbylee

    bobbylee

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    Aug 15, 2013
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    Well I hope I used the right invoice number, there are several tracking numbers for these purchases.
    Anyway, I used the one from my account list here at Unity, I submitted that again on the 26th.

    Please look for it when you can.

    Thank you.
     
  16. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    You account is already activate ;)
     
  17. meapps

    meapps

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    May 21, 2013
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    And if you bought it through the Hedgehog Team store?
     
  18. Hedgehog-Team

    Hedgehog-Team

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    We ask your e-mail
     
  19. angel_m

    angel_m

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    Nov 4, 2005
    Posts:
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    What are the release notes (changes) in 3.1.8 version ?

    There is no information about this in your website.
     
  20. Hedgehog-Team

    Hedgehog-Team

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    Oups sorry, it's little bug fixe.

    /// EasyTouch V3.1.8 August 2014
    /// =================================
    ///
    /// * Bugs fixed
    /// ------------
    /// - Fix bug on GetCurrentPickedObject that take startposition instead of the current position
     
  21. angel_m

    angel_m

    Joined:
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    Posts:
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    Thanks.
    Could you explain what this fix on 3.1.7 version consist of?:

    "- Fix debug reservedarea on EasyButton"

    I ask this because I requested some changes in reserved area behaviour on EasyButton and I don't know if it is related to this.
     
  22. Hedgehog-Team

    Hedgehog-Team

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    The debug area could remain active after a final compilation
     
  23. tommaso-di-vino

    tommaso-di-vino

    Joined:
    Sep 25, 2014
    Posts:
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    Hi Hedgehog Team,

    I have tried the EasyTouch Free and I will buy it as it is exactly what I need. Great job, excellent!
    However, I have a question: Is it possible with EasyJoystick to turn an object according to the code:

    Code (CSharp):
    1.     void OnEnable(){
    2.         EasyJoystick.On_JoystickMove += On_JoystickMove;
    3.     }
    4.    
    5.     void On_JoystickMove( MovingJoystick move){
    6.    
    7.         float angle = move.Axis2Angle(true);
    8.         transform.rotation  = Quaternion.Euler( new Vector3(0,0,angle));
    then to let go and touch it at a completely different part of the circle and turn it further on from its current position without it jumping towards my finger? In other words, the object keeps on turning from its last position regardless of where I touch it again? And if it is possible, could you recommend a code for it (C#)? Many thanks for your help.

    In addition a remark: Maybe it happens only by me (free version), but if I switch on the “Restrict to area” function, it works only if the Joystick is selected in the Hierarchy panel. If I select something else or I have already created the APK, then it is disregarded.

    Thanks
     
  24. DarkAnvil

    DarkAnvil

    Joined:
    Jun 7, 2014
    Posts:
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    Hi tommaso,

    Your code is correct, but it seems that your process generates a bug that you continue to receive On_JoystickMove event.

    But I don't understand very well your manipulation, can you do me a schema (sorry, my anlgais is not very good)

    For your second issue, it was fixed on paid version.
     
  25. jococo

    jococo

    Joined:
    Dec 15, 2012
    Posts:
    232
    I tried rotating a bone of an animated mesh with a Joystick. I can translate it but it won't rotate. I have tried local and non local and tried every possible combo of axis. Still won't rotate.

    How do you rotate a bone of an animated mesh with joystick?
     
  26. FrostMaiden

    FrostMaiden

    Joined:
    Sep 26, 2014
    Posts:
    5
    Hello, is it possible to have multiple fingers on screen, given that you put the fingers one at a time? (Ex. First touch in screen for 2 minutes before the second touch)
    If so, can I have a snippet/line/sample of that code?

    Thank you.
     
  27. Hedgehog-Team

    Hedgehog-Team

    Joined:
    Feb 27, 2011
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    Hi all,

    tommaso
    Your code is correct, but it seems that your process generates a bug that you continue to receive On_JoystickMove event.
    But I don't understand very well your manipulation, can you do me a schema (sorry, my anlgais is not very good)
    For your second issue, it was fixed on paid version.

    Jococo
    I never try to rotate a bone with direct mode, can you send me your model ?

    FrostMaiden

    Yes off course, you can do that. You have that on Multifinger example
     
  28. tommaso-di-vino

    tommaso-di-vino

    Joined:
    Sep 25, 2014
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    DarkAnvil, Hedgehog Team:

    Hi, thanks for your reply. Yes, the code is okay and it works, I only would like to complement it. I have two videos on YouTube where I think I can show you what I mean:

    This is what is happening now:


    And this is what I need
    (the arrow keeps on turning from its last position regardless of where I touch it again):


    Thanks
     
  29. Hedgehog-Team

    Hedgehog-Team

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    Ok,

    In your code you replace the rotation, just add to the current rotation

    Code (CSharp):
    1. transform.rotation += Quaternion.Euler(newVector3(0,0,angle));
     
  30. Hedgehog-Team

    Hedgehog-Team

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    Hi

    It's wrong, you must save the rotation when the joystick move for the first time, and use this rotation in addtion

    May be something like that

    Code (CSharp):
    1. private Quaternion startRotation;
    2.  
    3. void On_JoystickMoveStart( MovingJoystick move){
    4.   startRotation = transform.rotation;
    5. }
    6.  
    7. void On_JoystickMove( MovingJoystick move){
    8.      transform.rotation = starRotation + Quaternion.Euler(newVector3(0,0,angle));
    9. }
     
  31. tommaso-di-vino

    tommaso-di-vino

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    Sep 25, 2014
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    Hi, thank you, that is almost okay. It works only if I touch the top of the circle. If I touch it at a different part (anywhere) of the area, the rotation object jumps. Please let me insert another final video, where I can show you exactly what I mean:



    Many thanks. :)
     
  32. DarkAnvil

    DarkAnvil

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    Jun 7, 2014
    Posts:
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    Hi,

    I gave you the starting, if I understand you want to rotate your player when you touch the joystick or move the joystick.

    So you just have to add On_JoystickMove tratement to On_JoystickMoveStart
     
  33. FrostMaiden

    FrostMaiden

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    Sep 26, 2014
    Posts:
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    Hey HedgeHog,

    Saw it, but exactly what line of code that makes multifinger work?
    or is it just:
    if (gesture.pickObject == gameObject)

    if so, that nulls my first touch after having a second touch...
     
  34. DarkAnvil

    DarkAnvil

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    Jun 7, 2014
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    Hi,

    The multi-touch is always on. When you receive a message, the member finderIndex of gesture class indicates the touch.

    If you want to manage the multi-touch you need to take this information into account.

    Look at the example Multi-touch
     
  35. FrostMaiden

    FrostMaiden

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    Sep 26, 2014
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    Hi, thanks for the fast reply.

    Sorry, but can you tell me exactly where in the example of multi-touch I should look at? Which script (ObjectTouch or ScreenTouch), what particular line of code?
    I can't seem to find it? Or maybe I'm overlooking it? I'm not sure... Sorry.

    Thank you.
     
  36. Game-Whiz

    Game-Whiz

    Joined:
    Nov 10, 2011
    Posts:
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    Hi,

    Just registered on your site, but I have some urgency in getting this sorted (and I'm still waiting for admin approve from the site).

    In Easy Touch's Two Finger example, if you twist very slowly, the sphere will not rotate smoothly, instead rotating just every 20 degrees or so. This behaviour is similar in both Unity and a device (tested on an iPad 3). The behaviour for pinch is the same.

    If I start twisting fast enough, then small twists are caught. However if I start with a very slow twist, On_Twist events are only received every x degrees, making the rotation jerky.

    Any ideas on what might be happening? This happens on your examples, with no modifications whatsoever.
     
  37. Hedgehog-Team

    Hedgehog-Team

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    Hi all,

    FrostMaiden
    Tell me what you want to do just that will be easier

    Game Whiz
    This is due to the fact that in the examples, I don't have to implement smoothing function. When you make a swift action, the speed of the result doesn't t show that there is no smoothing, has the opposite when the gest is slow, no smoothing is obvious.
     
  38. Game-Whiz

    Game-Whiz

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    I didn't understand your explanation. When the gesture is slow I rarely get On_Twist events. When the gesture is fast I get a lot of On_Twist events. If I make a fast gesture and then, on the same gesture, start going really slow, I receive On_Twist events just fine, even for the very slow gesture, so this isn't tied to any smoothing you're doing.
     
  39. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Sorry, I wasn't very well understood what you were saying, I thought you meant that the movement was jerky.

    All actions are conditioned over a distance "Stationary tolerance" in the inspector. This distance allows no event will raise when your finger is still pressing on screen by moving at the same place. (For simplicity, it is the diameter of your finger in pixel)

    However it isn't this margin in the Unity editor with the mouse pointer.

    You can reduce this parameter in the Inspector, to avoid this behavior in Unity editor, but managing s touch may be very very sensitive on the destination platform
     
  40. sathya

    sathya

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    Jul 30, 2012
    Posts:
    297
    I am observing some delay in "EasyButton.On_ButtonPress "event. I am trying to simulate a slider drag system. Slider button comes to touch position after some delay. is it possible to remove the delay so that user experience will be fluid.
     
  41. Hedgehog-Team

    Hedgehog-Team

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    Hi Sathya

    Do you have this delay with example scene 'ButtonExample", move Fire to Press method name?
     
  42. FrostMaiden

    FrostMaiden

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    Sep 26, 2014
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    Oh okay, sorry.

    I hope I can explain well: I want to drag 2 buttons simultaneously. Touching the 1st button, and then have the 2nd button after some duration. While holding onto the 1st button, I want to drag the 2nd one, while dragging I want to be able to move/drag the 1st.
    I don't want to touch both buttons at the same time, but rather simultaneously.

    I build your Multifinger example and installed it into my phone, but I can't do what I wanted in that example...

    Sorry if its a bit confusing... Anyway, thank you.
     
  43. sathya

    sathya

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    Jul 30, 2012
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    @Hedgehog Team
    I tried ButtonExample and OneFinger example. I didn observe any delay in the touch. works fine. i did compare the easytouch settings on both the scenes. still i am facing this delay. what could possibly be the problem !
    Code (CSharp):
    1.  
    2. void SubscribeEvent()
    3.     {
    4.         EasyTouch.On_TouchDown += OnSliderPressed;
    5.         EasyTouch.On_TouchUp += OnSliderReleased;
    6.     }
    7. void OnSliderPressed(Gesture gesture)
    8.     {
    9.         if (gesture.pickObject == myGameObject)
    10.         {
    11.             acceleratorBeingHeld = true;
    12.          
    13.             Vector3 position = gesture.GetTouchToWordlPoint(5);
    14.  
    15.             Vector3 newSliderPosition = new Vector3(acceleratorPedal.position.x,position.y,acceleratorPedal.position.z);
    16.          
    17.             acceleratorPedal.position = newSliderPosition;
    18.             ClampAcceleratorPosition();
    19.         }
    20.     }
    21.  
     
  44. Hedgehog-Team

    Hedgehog-Team

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    How do you check your delay time, when action is finished or when you receive the event?

    Because you can have some delay on final device, if you have heavy tratement after receive the event
     
  45. sathya

    sathya

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    Jul 30, 2012
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    If you check the attached code, It should move right away in very next frame. checking the delay when receiving the event. On very first tap i don get the delay it works fine and on second and following taps get the delay
     
  46. Hedgehog-Team

    Hedgehog-Team

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    Sorry but there isn't any attached code, you have delay on unity or on the device ?
     
  47. Hedgehog-Team

    Hedgehog-Team

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    Hi all,

    FrostMaiden, Sathya, Game Whiz, is it possible that you post on our forum, because 3 people on the same topic on a same time with different issues, I feel that it's going to be wrong answering them or forget.
     
  48. sathya

    sathya

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  49. Keitaro3660

    Keitaro3660

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    please respond to my email and accept the forum registration, i really need help :(
     
  50. Hedgehog-Team

    Hedgehog-Team

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    Hi Keitaro,

    Currently, I haven't pending account with a valid invoice number. What is your user name on our forum.

    I understand that you need help, but I also need to sleep, I live in France so I received your request earlier this morning.