├── .gitignore
├── Implementing-touch-with-the-new-input-system-final
├── .vsconfig
├── Assets
│ ├── WhatUpGames.meta
│ └── WhatUpGames
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── ColorPallete.mat
│ │ ├── ColorPallete.mat.meta
│ │ ├── colorPallete.png
│ │ └── colorPallete.png.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ ├── Tile.fbx
│ │ ├── Tile.fbx.meta
│ │ ├── Well.fbx
│ │ ├── Well.fbx.meta
│ │ ├── WoodcutterHut.fbx
│ │ └── WoodcutterHut.fbx.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ ├── Tile.prefab
│ │ ├── Tile.prefab.meta
│ │ ├── UI.prefab
│ │ ├── UI.prefab.meta
│ │ ├── Well.prefab
│ │ ├── Well.prefab.meta
│ │ ├── WoodcutterLodge.prefab
│ │ └── WoodcutterLodge.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ ├── Demo.unity
│ │ └── Demo.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ ├── BuildManager.cs
│ │ ├── BuildManager.cs.meta
│ │ ├── CameraController.cs
│ │ ├── CameraController.cs.meta
│ │ ├── InputManager.cs
│ │ └── InputManager.cs.meta
│ │ ├── Sprites.meta
│ │ └── Sprites
│ │ ├── well.png
│ │ ├── well.png.meta
│ │ ├── woodcutterHut.png
│ │ └── woodcutterHut.png.meta
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ └── EditorUserSettings.asset
├── Implementing-touch-with-the-new-input-system-starter
├── .vsconfig
├── Assets
│ ├── WhatUpGames.meta
│ └── WhatUpGames
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── ColorPallete.mat
│ │ ├── ColorPallete.mat.meta
│ │ ├── colorPallete.png
│ │ └── colorPallete.png.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ ├── Tile.fbx
│ │ ├── Tile.fbx.meta
│ │ ├── Well.fbx
│ │ ├── Well.fbx.meta
│ │ ├── WoodcutterHut.fbx
│ │ └── WoodcutterHut.fbx.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ ├── Tile.prefab
│ │ ├── Tile.prefab.meta
│ │ ├── UI.prefab
│ │ ├── UI.prefab.meta
│ │ ├── Well.prefab
│ │ ├── Well.prefab.meta
│ │ ├── WoodcutterLodge.prefab
│ │ └── WoodcutterLodge.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ ├── Demo.unity
│ │ └── Demo.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ ├── BuildManager.cs
│ │ ├── BuildManager.cs.meta
│ │ ├── CameraController.cs
│ │ └── CameraController.cs.meta
│ │ ├── Sprites.meta
│ │ └── Sprites
│ │ ├── well.png
│ │ ├── well.png.meta
│ │ ├── woodcutterHut.png
│ │ └── woodcutterHut.png.meta
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ └── EditorUserSettings.asset
├── LICENSE
├── finalBuild.gif
└── readme.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | [Ll]ogs/
7 | Assets/AssetStoreTools*
8 |
9 | # Visual Studio cache directory
10 | .vs/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 | *.opendb
27 | *.pptx
28 |
29 | # Unity3D generated meta files
30 | *.pidb.meta
31 | *.pdb.meta
32 |
33 | # Unity3D Generated File On Crash Reports
34 | sysinfo.txt
35 |
36 | # Tutorial backup option
37 | /Tutorial Defaults/
38 |
39 |
40 | # Builds
41 | *.apk
42 | *.unitypackage
43 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
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1 | using System.Linq;
2 | using UnityEngine;
3 |
4 | public class BuildManager : MonoBehaviour
5 | {
6 | public static BuildManager Instance { get; private set; }
7 |
8 | private GameObject activeModel;
9 | private const float MoveSpeed = 8;
10 | private int physicsLayers = (1 << 8) | (1 << 9);
11 | private Vector3 targetPosition;
12 | private bool canPlaceHere;
13 |
14 | private void Awake()
15 | {
16 | if (Instance == null)
17 | {
18 | Instance = this;
19 | DontDestroyOnLoad(gameObject);
20 | }
21 | else
22 | {
23 | Destroy(gameObject);
24 | return;
25 | }
26 | }
27 |
28 | private void Update()
29 | {
30 | //If a model is active in the world then calculate lerp for movement
31 | if (activeModel)
32 | {
33 | activeModel.transform.position = Vector3.Lerp(activeModel.transform.position, targetPosition, Time.deltaTime * MoveSpeed);
34 | }
35 | }
36 |
37 | ///
38 | /// Instantiates the asset into the game world
39 | ///
40 | /// Prefab to instantiate
41 | /// Location to instantiate
42 | public void Build(GameObject model, Vector3 screenPosition)
43 | {
44 | CalculatePosition(screenPosition);
45 |
46 | activeModel = Instantiate(model, targetPosition, Quaternion.identity);
47 | }
48 |
49 | ///
50 | /// Calculates the new location of the model
51 | ///
52 | /// New position as screen space
53 | public void MoveAsset(Vector3 screenPosition)
54 | {
55 | CalculatePosition(screenPosition);
56 | }
57 |
58 | ///
59 | /// Places the model in the world if it has been positioned in a valid location (a world tile)
60 | ///
61 | public void PlaceAsset()
62 | {
63 | if (canPlaceHere)
64 | {
65 | activeModel = null;
66 | }
67 | else
68 | {
69 | Destroy(activeModel);
70 | }
71 | }
72 |
73 | ///
74 | /// Helper method that calculates and sets the target position for the model to lerp to
75 | ///
76 | /// New position as screen space
77 | private void CalculatePosition(Vector3 screenPosition)
78 | {
79 | if (!CameraController.Instance) { return; }
80 |
81 | //Calculates the direction of the Raycast based on the screenPosition of the touch
82 | Ray directionOfTouch = CameraController.Instance.MyCamera.ScreenPointToRay(screenPosition);
83 |
84 | //Does a raycast for all objects that are layers 8 and 9 and then orders the results
85 | RaycastHit[] hitpoints = Physics.RaycastAll(directionOfTouch.origin, directionOfTouch.direction,
86 | Mathf.Infinity, physicsLayers).OrderBy(x => x.transform.gameObject.layer).ToArray();
87 |
88 | if (hitpoints.Length == 0) { return; }
89 |
90 | //Can only ever hit up to two colliders. If two have been hit, the last one will be the tile
91 | int index = hitpoints.Length == 2 ? 1 : 0;
92 |
93 | //The model can only exist if it is being placed on the world tile
94 | canPlaceHere = hitpoints.Length == 2;
95 |
96 | //For visually debugging in the scene
97 | Debug.DrawRay(hitpoints[index].point, Vector3.up * 2f, Color.cyan, 0.5f);
98 | Debug.DrawLine(directionOfTouch.origin, hitpoints[index].point, Color.yellow, 0.5f);
99 |
100 | //Set the calculated target position
101 | targetPosition = hitpoints[index].point;
102 |
103 | }
104 | }
105 |
--------------------------------------------------------------------------------
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/Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/CameraController.cs:
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1 | using UnityEngine;
2 |
3 | public class CameraController : MonoBehaviour
4 | {
5 | public static CameraController Instance { get; private set; }
6 |
7 | public Camera MyCamera { get; private set; }
8 | public float CurrentZoom
9 | {
10 | get => currentZoom;
11 | private set
12 | {
13 | currentZoom = value;
14 | UpdateCameraTarget();
15 | }
16 | }
17 |
18 | [Range(2, 20), Tooltip("Speed in which the camera is moved")]
19 | public float MovementSpeed = 15f;
20 |
21 | [Range(2, 20), Tooltip("Speed in which the camera zooms")]
22 | public float ZoomSpeed = 2f;
23 |
24 | [Tooltip("This is the Y offset of our focal point. 0 Means we're looking at the ground.")]
25 | public float LookOffset;
26 |
27 | [Tooltip("The angle that we want the camera to be at.")]
28 | public float CameraAngle;
29 |
30 | [Tooltip("The default amount the player is zoomed into the game world.")]
31 | public float DefaultZoom;
32 |
33 | [Range(10f, 20), Tooltip("The most a player can zoom in to the game world.")]
34 | public float ZoomMax;
35 |
36 | [Range(.5f, 5), Tooltip("The furthest point a player can zoom back from the game world.")]
37 | public float ZoomMin;
38 |
39 | private const float ZoomAmount = 0.5f;
40 | private Vector3 moveTargetPosition;
41 | private Vector3 zoomTargetPosition;
42 | private float currentZoom;
43 |
44 | private void Awake()
45 | {
46 | if(Instance == null)
47 | {
48 | Instance = this;
49 | DontDestroyOnLoad(gameObject);
50 | }
51 | else
52 | {
53 | Destroy(gameObject);
54 | return;
55 | }
56 |
57 | //Set the target position to the current location.
58 | moveTargetPosition = transform.position;
59 |
60 | //Get a reference to the child camera
61 | MyCamera = transform.GetComponentInChildren();
62 |
63 | //Set the rotation of the child camera based on property specified in Inspector
64 | MyCamera.transform.rotation = Quaternion.AngleAxis(CameraAngle, Vector3.right);
65 |
66 | CurrentZoom = DefaultZoom;
67 | MyCamera.transform.position = zoomTargetPosition;
68 |
69 | }
70 |
71 | private void Update()
72 | {
73 | //Smoothly move the camera
74 | transform.position = Vector3.Lerp(transform.position, moveTargetPosition, Time.deltaTime * MovementSpeed);
75 |
76 | //Smoothly zoom the camera
77 | MyCamera.transform.localPosition = Vector3.Lerp(MyCamera.transform.localPosition, zoomTargetPosition, Time.deltaTime * ZoomSpeed);
78 | }
79 |
80 | ///
81 | /// Calculates a new position based on various properties
82 | ///
83 | private void UpdateCameraTarget()
84 | {
85 | zoomTargetPosition = (Vector3.up * LookOffset) + (Quaternion.AngleAxis(CameraAngle, Vector3.right) * Vector3.back) * currentZoom;
86 | }
87 |
88 | ///
89 | /// Moves the camera rig to a new position
90 | ///
91 | /// Position that the camera should be moving towards
92 | public void Move(Vector3 newPosition)
93 | {
94 | moveTargetPosition = transform.position + newPosition;
95 | }
96 |
97 | ///
98 | /// Manages the zoom level of the actual camera in increments of half a meter.
99 | ///
100 | /// Whether the camera should zoom out or in
101 | public void Zoom(bool zoomOut)
102 | {
103 | CurrentZoom = Mathf.Clamp(currentZoom + (zoomOut ? ZoomAmount : -ZoomAmount), ZoomMin, ZoomMax);
104 |
105 | }
106 | }
107 |
108 |
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/Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/InputManager.cs:
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1 | using UnityEngine;
2 | using UnityEngine.InputSystem.EnhancedTouch;
3 | using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
4 | using TouchPhase = UnityEngine.InputSystem.TouchPhase;
5 |
6 |
7 | public class InputManager : MonoBehaviour
8 | {
9 | [Range(10, 100), Tooltip("Speed adjustment for calculating the amount the touch has moved ")]
10 | public float TouchSpeed = 10f;
11 |
12 | private float lastMultiTouchDistance;
13 | private bool isBuilding = false;
14 |
15 | private void Awake()
16 | {
17 | //Enable support for the new Enhanced Touch API and testing with the mouse
18 | EnhancedTouchSupport.Enable();
19 |
20 | //Uncomment the next line if you are using mouse to simulate touch
21 | //TouchSimulation.Enable();
22 | }
23 |
24 | public void Update()
25 | {
26 | //Single finger means the player is trying to move around the scene or place an object
27 | if (Touch.activeFingers.Count == 1)
28 | {
29 | if (isBuilding)
30 | {
31 | DragAsset(Touch.activeTouches[0]);
32 | }
33 | else
34 | {
35 | MoveCamera(Touch.activeTouches[0]);
36 | }
37 | }
38 | //Two fingers means the player is trying to zoom in/out
39 | else if (Touch.activeFingers.Count == 2)
40 | {
41 | ZoomCamera(Touch.activeTouches[0], Touch.activeTouches[1]);
42 | }
43 | //No fingers while isBuilding is true means the player was dragging a model and stopped
44 | else if (Touch.activeFingers.Count == 0 && isBuilding)
45 | {
46 | CompleteBuild();
47 | }
48 | }
49 |
50 | #region Camera Events
51 |
52 | ///
53 | /// Zoom the camera based on pinching movement
54 | ///
55 | /// Touch data relating to the first finger touching the screen
56 | /// Touch data relating to the second finger the screen
57 | private void ZoomCamera(Touch firstTouch, Touch secondTouch)
58 | {
59 | if (firstTouch.phase == TouchPhase.Began || secondTouch.phase == TouchPhase.Began)
60 | {
61 | lastMultiTouchDistance = Vector2.Distance(firstTouch.screenPosition, secondTouch.screenPosition);
62 | }
63 |
64 | // Ensure that remaining logic only executes if either finger is actively moving
65 | if (firstTouch.phase != TouchPhase.Moved || secondTouch.phase != TouchPhase.Moved)
66 | {
67 | return;
68 | }
69 |
70 | //Calculate if fingers are pinching together or apart
71 | float newMultiTouchDistance = Vector2.Distance(firstTouch.screenPosition, secondTouch.screenPosition);
72 |
73 | //Call the zoom method on the camera, specifying if it's zooming in our out
74 | CameraController.Instance?.Zoom(newMultiTouchDistance < lastMultiTouchDistance);
75 |
76 | // Set the last distance calculation
77 | lastMultiTouchDistance = newMultiTouchDistance;
78 | }
79 |
80 |
81 | ///
82 | /// Move the camera based on a touch position
83 | ///
84 | /// Touch data associated with finger that is touching the screen
85 | private void MoveCamera(Touch touch)
86 | {
87 | // Ensure that remaining logic only executes if the finger is actively moving
88 | if (touch.phase != TouchPhase.Moved)
89 | {
90 | return;
91 | }
92 |
93 | //Calculate the new camera position based on the current touch position and desired touch speed.
94 | Vector3 newPosition = new Vector3(-touch.delta.normalized.x, 0, -touch.delta.normalized.y) *
95 | Time.deltaTime * TouchSpeed;
96 |
97 | //Pass the new target position to the camera for calculation
98 | CameraController.Instance?.Move(newPosition);
99 | }
100 |
101 | #endregion
102 |
103 |
104 | #region Build Events
105 |
106 | ///
107 | /// UI click event for initiating an object being built
108 | ///
109 | /// Model name of the asset the user wants to build
110 | public void StartBuild_OnPointerDown(GameObject model)
111 | {
112 | if (Touch.activeTouches.Count == 0)
113 | {
114 | return;
115 | }
116 |
117 | isBuilding = true;
118 |
119 | BuildManager.Instance?.Build(model, Touch.activeTouches[0].screenPosition);
120 |
121 | }
122 |
123 | ///
124 | /// Determines if a touch drag has occurred, and if so passes the value to the Build Manager
125 | ///
126 | ///
127 | public void DragAsset(Touch touch)
128 | {
129 | if (touch.phase != TouchPhase.Moved)
130 | {
131 | return;
132 | }
133 |
134 | BuildManager.Instance?.MoveAsset(touch.screenPosition);
135 | }
136 |
137 | ///
138 | /// Disables build mode and lets the Build Manager know that the player has finished dragging
139 | ///
140 | public void CompleteBuild()
141 | {
142 | isBuilding = false;
143 | BuildManager.Instance?.PlaceAsset();
144 | }
145 |
146 | #endregion
147 |
148 |
149 | }
150 |
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1 | using System.Linq;
2 | using UnityEngine;
3 |
4 | public class BuildManager : MonoBehaviour
5 | {
6 | public static BuildManager Instance { get; private set; }
7 |
8 | //Stores a reference to the game object that is being built
9 | private GameObject activeModel;
10 | //Speed the game object moves to the new target position
11 | private const float MoveSpeed = 8;
12 | // Layers that raycast should look for in bitshifted format
13 | private int physicsLayers = (1 << 8) | (1 << 9);
14 | //Position the activeModel will be moved to via Update
15 | private Vector3 targetPosition;
16 |
17 | //
18 | private bool canPlaceHere;
19 |
20 | private void Awake()
21 | {
22 | if (Instance == null)
23 | {
24 | Instance = this;
25 | DontDestroyOnLoad(gameObject);
26 | }
27 | else
28 | {
29 | Destroy(gameObject);
30 | return;
31 | }
32 | }
33 |
34 | private void Update()
35 | {
36 | //If a model is active in the world then calculate lerp for movement
37 | if (activeModel)
38 | {
39 | activeModel.transform.position = Vector3.Lerp(activeModel.transform.position, targetPosition, Time.deltaTime * MoveSpeed);
40 | }
41 | }
42 |
43 | ///
44 | /// Instantiates the asset into the game world
45 | ///
46 | /// Prefab to instantiate
47 | /// Location to instantiate
48 | public void Build(GameObject model, Vector3 screenPosition)
49 | {
50 | CalculatePosition(screenPosition);
51 |
52 | activeModel = Instantiate(model, targetPosition, Quaternion.identity);
53 | }
54 |
55 | ///
56 | /// Calculates the new location of the model
57 | ///
58 | /// New position as screen space
59 | public void MoveAsset(Vector3 screenPosition)
60 | {
61 | CalculatePosition(screenPosition);
62 | }
63 |
64 | ///
65 | /// Places the model in the world if it has been positioned in a valid location (a world tile)
66 | ///
67 | public void PlaceAsset()
68 | {
69 | if (canPlaceHere)
70 | {
71 | activeModel = null;
72 | }
73 | else
74 | {
75 | Destroy(activeModel);
76 | }
77 | }
78 |
79 | ///
80 | /// Helper method that calculates and sets the target position for the model to lerp to
81 | ///
82 | /// New position as screen space
83 | private void CalculatePosition(Vector3 screenPosition)
84 | {
85 | if (!CameraController.Instance) { return; }
86 |
87 | //Calculates the direction of the Raycast based on the screenPosition of the touch
88 | Ray directionOfTouch = CameraController.Instance.MyCamera.ScreenPointToRay(screenPosition);
89 |
90 | //Does a raycast for all objects that are layers 8 and 9 and then orders the results by layer
91 | RaycastHit[] hitPoints = Physics.RaycastAll(directionOfTouch.origin, directionOfTouch.direction,
92 | Mathf.Infinity, physicsLayers).OrderBy(x => x.transform.gameObject.layer).ToArray();
93 |
94 | if (hitPoints.Length == 0) { return; }
95 |
96 | //Can only ever hit up to two colliders. If two have been hit, the last one will be the tile
97 | int index = hitPoints.Length == 2 ? 1 : 0;
98 |
99 | //The model can only exist if it is being placed on the world tile
100 | canPlaceHere = hitPoints.Length == 2;
101 |
102 | //For visually debugging in the scene
103 | Debug.DrawRay(hitPoints[index].point, Vector3.up * 2f, Color.cyan, 0.5f);
104 | Debug.DrawLine(directionOfTouch.origin, hitPoints[index].point, Color.yellow, 0.5f);
105 |
106 | //Set the calculated target position
107 | targetPosition = hitPoints[index].point;
108 |
109 | }
110 | }
111 |
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/Implementing-touch-with-the-new-input-system-starter/Assets/WhatUpGames/Scripts/CameraController.cs:
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1 | using UnityEngine;
2 |
3 | public class CameraController : MonoBehaviour
4 | {
5 | public static CameraController Instance { get; private set; }
6 |
7 | public Camera MyCamera { get; private set; }
8 | public float CurrentZoom
9 | {
10 | get => currentZoom;
11 | private set
12 | {
13 | currentZoom = value;
14 | UpdateCameraTarget();
15 | }
16 | }
17 |
18 | [Range(2, 20), Tooltip("Speed in which the camera is moved")]
19 | public float MovementSpeed = 15f;
20 |
21 | [Range(2, 20), Tooltip("Speed in which the camera zooms")]
22 | public float ZoomSpeed = 2f;
23 |
24 | [Tooltip("This is the Y offset of our focal point. 0 Means we're looking at the ground.")]
25 | public float LookOffset;
26 |
27 | [Tooltip("The angle that we want the camera to be at.")]
28 | public float CameraAngle;
29 |
30 | [Tooltip("The default amount the player is zoomed into the game world.")]
31 | public float DefaultZoom;
32 |
33 | [Range(10f, 20), Tooltip("The most a player can zoom in to the game world.")]
34 | public float ZoomMax;
35 |
36 | [Range(.5f, 5), Tooltip("The furthest point a player can zoom back from the game world.")]
37 | public float ZoomMin;
38 |
39 | private const float ZoomAmount = 0.5f;
40 | private Vector3 moveTargetPosition;
41 | private Vector3 zoomTargetPosition;
42 | private float currentZoom;
43 |
44 | private void Awake()
45 | {
46 | if(Instance == null)
47 | {
48 | Instance = this;
49 | DontDestroyOnLoad(gameObject);
50 | }
51 | else
52 | {
53 | Destroy(gameObject);
54 | return;
55 | }
56 |
57 | //Set the target position to the current location.
58 | moveTargetPosition = transform.position;
59 |
60 | //Get a reference to the child camera
61 | MyCamera = transform.GetComponentInChildren();
62 |
63 | //Set the rotation of the child camera based on property specified in Inspector
64 | MyCamera.transform.rotation = Quaternion.AngleAxis(CameraAngle, Vector3.right);
65 |
66 | CurrentZoom = DefaultZoom;
67 | MyCamera.transform.position = zoomTargetPosition;
68 |
69 | }
70 |
71 | private void Update()
72 | {
73 | //Smoothly move the camera
74 | transform.position = Vector3.Lerp(transform.position, moveTargetPosition, Time.deltaTime * MovementSpeed);
75 |
76 | //Smoothly zoom the camera
77 | MyCamera.transform.localPosition = Vector3.Lerp(MyCamera.transform.localPosition, zoomTargetPosition, Time.deltaTime * ZoomSpeed);
78 | }
79 |
80 | ///
81 | /// Calculates a new position based on various properties
82 | ///
83 | private void UpdateCameraTarget()
84 | {
85 | zoomTargetPosition = (Vector3.up * LookOffset) + (Quaternion.AngleAxis(CameraAngle, Vector3.right) * Vector3.back) * currentZoom;
86 | }
87 |
88 | ///
89 | /// Moves the camera rig to a new position
90 | ///
91 | /// Position that the camera should be moving towards
92 | public void Move(Vector3 newPosition)
93 | {
94 | moveTargetPosition = transform.position + newPosition;
95 | }
96 |
97 | ///
98 | /// Manages the zoom level of the actual camera in increments of half a meter.
99 | ///
100 | /// Whether the camera should zoom out or in
101 | public void Zoom(bool zoomOut)
102 | {
103 | CurrentZoom = Mathf.Clamp(currentZoom + (zoomOut ? ZoomAmount : -ZoomAmount), ZoomMin, ZoomMax);
104 |
105 | }
106 | }
107 |
108 |
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1 | > View the entire tutorial on [What Up Games](https://www.whatupgames.com).
2 |
3 | # Implement Touch with the new Input System
4 |
5 | > This tutorial was created with Unity version 2019.4.
6 |
7 | User input is a core pillar of an interactive and engaging experience. Once you collect it, it's important you present an experience that feels natural and intuitive to the player. In this tutorial, you'll cover the basics of the new **Unity Input System** by creating a demo project that can:
8 |
9 | - Place a 3D model by dragging it off the User Interface (UI) and dropping it into the world.
10 | - Move the camera by dragging one finger.
11 | - Zoom the camera by pinching two fingers.
12 |
13 | 
14 |
15 | ## Learning Outcomes
16 |
17 | You'll learn how to:
18 |
19 | - Install the new Input System's package.
20 | - Enable Touch Simulation mode.
21 | - Collect and process touch input via the [EnhancedTouch](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.EnhancedTouch.html) API.
22 | - Route Input System events to the UI.
23 |
24 | ## Prerequisites
25 |
26 | 1. This tutorial assumes you already have basic knowledge of Unity and intermediate knowledge of C#.
27 | 2. You need [Unity 2019.4](https://unity3d.com/get-unity/download) or later to follow along with this tutorial.
28 | 3. While you can enable simulation mode for testing, the behavior is unpredictable and only simulates a single touch. As a result, you also need a touch device to complete this tutorial.
29 |
30 | ## Resources
31 | 1. Comments, concerns and/or questions can be posted [here](https://github.com/Yecats/GameDevTutorials/issues/7).
32 | 2. Check out [How to make a configurable camera with the new Unity Input System](https://yecats.github.io/2019/10/17/How-to-make-a-configurable-camera-with-the-new-Input-System.html) if you want to learn more about Action Assets. You'll build the camera rig used in this tutorial from scratch.
33 | 3. You can also check out [Inventory and Store System - Part 3 (Creating the Store UI)](https://channel9.msdn.com/Shows/dotGAME/Inventory-and-Store-System-Part-3-UI) for a deeper look at the UI system.
34 | 4. Input System [documentation](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/index.html) and [GitHub repository](https://github.com/Unity-Technologies/InputSystem).
35 | 5. The models in this tutorial are from [What Up Games, LLC](http://whatupgames.com/) and the UI icons are from [Game-Icons.net](https://game-icons.net/).
36 |
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