├── .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 | 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userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1eb80288bcf9b8a419829362369f2369 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scenes/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aae17401281656340bf46c92f74eb5b5 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9113240bafb579b4ea6f08c5168cc70d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/BuildManager.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/BuildManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 711c5f791aa3c404e8f938d3b34e24ad 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32faac642f2f81043888120390d5a816 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-final/Assets/WhatUpGames/Scripts/InputManager.cs: -------------------------------------------------------------------------------- 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 | 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-------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-starter/Assets/WhatUpGames/Scripts/BuildManager.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-starter/Assets/WhatUpGames/Scripts/BuildManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45243cb6f1797984a9cee566c9d8b847 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Implementing-touch-with-the-new-input-system-starter/Assets/WhatUpGames/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 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 ? 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Affirmer understands and acknowledges that Creative Commons is not a 120 | party to this document and has no duty or obligation with respect to 121 | this CC0 or use of the Work. 122 | -------------------------------------------------------------------------------- /finalBuild.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamedev-resources/implementing-touch-with-the-new-input-system/85db8f866f77506caf5946b56b1fcbe18d65207c/finalBuild.gif -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 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 | ![Demo of Final Result](finalBuild.gif) 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 | --------------------------------------------------------------------------------