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Detail asset from Unity Asset Store: https://assetstore.unity.com/packages/tools/input-management/fingers-touch-gestures-for-unity-41076
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Fingers – Touch Gestures for Unity v2.9.4
#1 Gesture Asset
Fingers is your one stop choice for all gesture handling in Unity (and other C# platforms as Fingers core code has no Unity specific references).
Fingers has been tested and runs great on MAC, Windows, iOS and Android. Full C# source code is provided! No other asset matches Fingers Gestures on price and feature set.
Trusted by the Unity Team
Fingers – Touch Gestures for Unity has been featured in multiple Unity promotions and tutorial videos, showing the high quality and full feature set and value proposition.
Full Gesture Framework
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. Code is well commented with tons of demo scenes and tutorial videos.
Fingers contains on screen controls like d-pad and joystick, great for hand-held devices. First person and third person controllers are also built right in, just drop a prefab in and you are ready to go!
Easily inject your own touches from AR, VR or any other source using the simple virtual touch interface. Fingers can work with any environment or system.
Design Time Gestures – No Code!
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. CrossPlatformInputManager integration is available for the joystick and dpad controls.
Image / Shape Recognition
Fingers contains image recognition gestures. With a few minutes of tweaking, you can recognize shapes like circles, lightning bolts, check marks and the letter X.
Zoom / Rotate Preview with the Mouse
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.
Built on Solid Design Patterns
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.
Unity UI integration
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.
Simultaneous and Exclusive Gestures
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 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.
Here are some of the components / demos included in the paid version:
– Tap, double tap, long tap, swipe, pinch/zoom, rotate, image recognition.
– First person controller
– Third person controller
– 3D camera orbit
– Canvas gestures
– Design time (no code) gestures
– Drag and drop
– Drag and swipe away
– Image / OCR recognizer
– Drag many objects at once
– Tap with more than one finger at once
– Drag/rotate/scale many objects at once
– Platform control (jump, move, drop down through platforms)
– Restrict gestures to game object
– Rotate around an object / anchor point
– Require gesture to fail (tap / double tap)
– Canvas and world space object gestures combined
– UIScrollView control with only C# code
– Pan and zoom camera
– Double tap to reset rotation and scale of game object
– Tap outside a content view to dismiss it
If you want an example or feature added, I am happy to do so.
Please see the included Readme.txt file and demo script for a more in-depth guide.
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.
I’m Jeff Johnson and I created Fingers just for you.