private void OnDisable() { _placementIndicator.gameObject.SetActive(false); placedObject.GetComponentsInChildren <MeshRenderer>()[0].enabled = false; UnityEngine.InputSystem.EnhancedTouch.Touch.onFingerDown -= FingerDown; EnhancedTouchSupport.Disable(); }
public void Performance_TwoTouchesOverThreeFrames(bool enableEnhancedTouch) { InputSystem.AddDevice <Touchscreen>(); if (enableEnhancedTouch) { EnhancedTouchSupport.Enable(); } Measure.Method(() => { BeginTouch(1, new Vector2(123, 234)); BeginTouch(2, new Vector2(234, 345), queueEventOnly: true); MoveTouch(1, new Vector2(345, 456), queueEventOnly: true); MoveTouch(1, new Vector2(456, 567), queueEventOnly: true); MoveTouch(1, new Vector2(567, 678), queueEventOnly: true); MoveTouch(1, new Vector2(789, 890), queueEventOnly: true); InputSystem.Update(); EndTouch(1, new Vector2(111, 222), queueEventOnly: true); EndTouch(2, new Vector2(111, 222), queueEventOnly: true); InputSystem.Update(); }) .MeasurementCount(100) .WarmupCount(5) .Run(); }
/// <summary> /// Disable the Enhanced Touch System, disable the Action Maps, and dispose of the control system. /// </summary> private void OnDisable() { EnhancedTouchSupport.Disable(); controls.Play.Disable(); controls.Touch.Disable(); controls.Dispose(); }
void Start() { m_Data = new TouchProcessData[kCount]; for (int i = 0; i < kCount; i++) { m_Data[i] = new TouchProcessData(); } m_JavaClass = new AndroidJavaObject("com.unity3d.player.ExtendedUnityPlayer"); if (m_JavaClass == null) { throw new Exception("Failed to find com.unity3d.player.ExtendedUnityPlayer"); } m_UsingNewInputSystem = false; m_UsingOldInputSystem = false; #if ENABLE_INPUT_SYSTEM m_UsingNewInputSystem = true; #endif #if ENABLE_LEGACY_INPUT_MANAGER m_UsingOldInputSystem = true; #endif if (m_UsingNewInputSystem) { EnhancedTouchSupport.Enable(); InputSystem.onEvent += InputSystem_onEvent; } }
/// <summary> /// Enable the control system, enable the action maps, and enable the Enhanced Touch System. /// </summary> private void OnEnable() { controls = new InputMaster(); controls.Touch.Enable(); controls.Play.Enable(); EnhancedTouchSupport.Enable(); }
static void RuntimeInit() { if (!Debug.isDebugBuild || FindObjectOfType <DebugUpdater>() != null) { return; } var go = new GameObject { name = "[Debug Updater]" }; var debugUpdater = go.AddComponent <DebugUpdater>(); var es = GameObject.FindObjectOfType <EventSystem>(); if (es == null) { go.AddComponent <EventSystem>(); #if USE_INPUT_SYSTEM // FIXME: InputSystemUIInputModule has a quirk where the default actions fail to get initialized if the // component is initialized while the GameObject is active. So we deactivate it temporarily. // See https://fogbugz.unity3d.com/f/cases/1323566/ go.SetActive(false); go.AddComponent <InputSystemUIInputModule>(); go.SetActive(true); EnhancedTouchSupport.Enable(); #else go.AddComponent <StandaloneInputModule>(); #endif } debugUpdater.m_Orientation = Screen.orientation; DontDestroyOnLoad(go); }
private void OnEnable() { m_CubeOffsetFromCanvas = rotatingCube.position.z - transform.position.z; m_CubeStartingPosition = rotatingCube.position; EnhancedTouchSupport.Enable(); }
protected void Awake() { playerInput.onDeviceChange += OnDeviceChange; m_InitialCameraState.SetFromTransform(transform); // Need to set enable the flag to receive touch screen event from mobile devices. EnhancedTouchSupport.Enable(); }
public void EnhancedTouch_CanBeDisabledAndEnabled_WithoutTouchscreenPresent() { EnhancedTouchSupport.Enable(); Assert.That(EnhancedTouchSupport.enabled, Is.True); EnhancedTouchSupport.Disable(); Assert.That(EnhancedTouchSupport.enabled, Is.False); }
private void Awake() { //Enable support for the new Enhanced Touch API and testing with the mouse EnhancedTouchSupport.Enable(); //Uncomment the next line if you are using mouse to simulate touch //TouchSimulation.Enable(); }
public void OnDestroy() { Instance = null; EnhancedTouchSupport.Disable(); WebRTC.WebRTC.Dispose(); RemoteInputReceiver.Dispose(); Unity.WebRTC.Audio.Stop(); }
public static void Initialize() { Keyboard = InputSystem.AddDevice <Keyboard>(); RemoteMouse = InputSystem.AddDevice <Mouse>(); EnhancedTouchSupport.Enable(); RemoteTouch = InputSystem.AddDevice <Touchscreen>(); m_isInitialized = true; }
void Start() { mainCamera = Camera.main; EnhancedTouchSupport.Enable(); SpawnNewBall(); }
public override void TearDown() { TestUtilities.DestroyAllSceneObjects(); GestureTouchesUtility.touchInputSource = GestureTouchesUtility.defaultTouchInputSource; EnhancedTouchSupport.Disable(); base.TearDown(); }
private void Start() { EnhancedTouchSupport.Enable(); TouchSimulation.Enable(); Debug.Log("TouchSimulation Enabled!"); cam = transform.GetChild(0).GetComponent <Camera>(); UnityEngine.InputSystem.EnhancedTouch.Touch.onFingerDown += OnFingerDown; UnityEngine.InputSystem.EnhancedTouch.Touch.onFingerUp += OnFingerUp; }
public void Awake() { Instance = this; var encoderType = hardwareEncoderSupport ? EncoderType.Hardware : EncoderType.Software; WebRTC.WebRTC.Initialize(encoderType); m_defaultInput = new DefaultInput(); EnhancedTouchSupport.Enable(); }
void Awake() { if (receiver == null) { receiver = GetComponent <InputChannelReceiverBase>(); } receiver.onDeviceChange += OnDeviceChange; EnhancedTouchSupport.Enable(); }
private void Start() { if (Touchscreen.current != null && !EnhancedTouchSupport.enabled) { // Enable EnhancedTouchSupport to make use of EnhancedTouch.Touch struct etc. EnhancedTouchSupport.Enable(); } ContextMenu.OpenContextMenus.Clear(); }
public void Awake() { Instance = this; var encoderType = hardwareEncoderSupport ? EncoderType.Hardware : EncoderType.Software; WebRTC.WebRTC.Initialize(encoderType); m_defaultInput = new DefaultInput(); EnhancedTouchSupport.Enable(); m_mainThreadContext = SynchronizationContext.Current; }
public void EnhancedTouch_CanBeDisabledAndEnabled() { InputSystem.AddDevice <Touchscreen>(); EnhancedTouchSupport.Enable(); Assert.That(EnhancedTouchSupport.enabled, Is.True); EnhancedTouchSupport.Disable(); Assert.That(EnhancedTouchSupport.enabled, Is.False); }
public static void Initialize() { Keyboard = InputSystem.AddDevice <Keyboard>(); RemoteMouse = InputSystem.AddDevice <Mouse>(); EnhancedTouchSupport.Enable(); RemoteTouch = InputSystem.AddDevice <Touchscreen>(); GamepadsStates = new Dictionary <double, GamepadState>(); GamepadsMap = new Dictionary <double, int>(); m_isInitialized = true; }
//--------------------------------------------------------------------------------------------------------------------- public static void Destroy() { InputSystem.RemoveDevice(RemoteMouse); InputSystem.RemoveDevice(Keyboard); EnhancedTouchSupport.Disable(); InputSystem.RemoveDevice(RemoteTouch); RemoteMouse = null; Keyboard = null; RemoteTouch = null; m_isInitialized = false; }
private void Awake() { _camera = Camera.main; _isAlive = true; _rigidbody = GetComponent <Rigidbody2D>(); #if !UNITY_EDITOR if (photonView.IsMine) { EnhancedTouchSupport.Enable(); Touch.onFingerDown += OnScreenClicked; } #endif }
public override void TearDown() { TestUtilities.DestroyAllInteractionObjects(); if (s_TestPlane != null) { Object.DestroyImmediate(s_TestPlane); } if (m_ARSessionOrigin != null) { Object.DestroyImmediate(m_ARSessionOrigin.gameObject); } GestureTouchesUtility.touchInputSource = GestureTouchesUtility.defaultTouchInputSource; EnhancedTouchSupport.Disable(); base.TearDown(); }
public override void Setup() { base.Setup(); // Disable() will not reset this so default initialize it here. Touch.s_HistoryLengthPerFinger = 64; if (!TestContext.CurrentContext.Test.Properties.ContainsKey("EnhancedTouchDisabled")) { InputSystem.AddDevice <Touchscreen>(); EnhancedTouchSupport.Enable(); } // Make sure we don't run into interference with a TouchSimulation instance that may // already be in place. m_OldTouchSimulationInstance = TouchSimulation.s_Instance; TouchSimulation.s_Instance = null; }
//--------------------------------------------------------------------------------------------------------------------- public static void Destroy() { InputSystem.RemoveDevice(RemoteMouse); InputSystem.RemoveDevice(Keyboard); EnhancedTouchSupport.Disable(); InputSystem.RemoveDevice(RemoteTouch); var totalRemoteGamepads = Gamepad.all.Count - GamepadsMap.Count; for (int i = Gamepad.all.Count - 1; i >= totalRemoteGamepads; i--) { InputSystem.RemoveDevice(Gamepad.all[i]); } GamepadsStates.Clear(); RemoteMouse = null; Keyboard = null; RemoteTouch = null; m_isInitialized = false; }
public IEnumerator InputEventsArePropagated() { EnhancedTouchSupport.Enable(); var plugin = new InputSystemPlugin(); plugin.OnCreate(); yield return(null); plugin.OnTouchEvent(CreateTouch(0, new Vector2(5, 5), UnityEditor.DeviceSimulation.TouchPhase.Began)); yield return(null); var activeTouches = Touch.activeTouches; Assert.Greater(activeTouches.Count, 0); Assert.AreEqual(new Vector2(5, 5), Touch.activeTouches[0].screenPosition); Assert.AreEqual(TouchPhase.Began, Touch.activeTouches[0].phase); yield return(null); Assert.AreEqual(new Vector2(5, 5), Touch.activeTouches[0].screenPosition); Assert.AreEqual(TouchPhase.Stationary, Touch.activeTouches[0].phase); plugin.OnTouchEvent(CreateTouch(0, new Vector2(10, 10), UnityEditor.DeviceSimulation.TouchPhase.Moved)); yield return(null); Assert.AreEqual(new Vector2(10, 10), Touch.activeTouches[0].screenPosition); Assert.AreEqual(TouchPhase.Moved, Touch.activeTouches[0].phase); plugin.OnTouchEvent(CreateTouch(0, new Vector2(5, 5), UnityEditor.DeviceSimulation.TouchPhase.Ended)); yield return(null); Assert.AreEqual(new Vector2(5, 5), Touch.activeTouches[0].screenPosition); Assert.AreEqual(TouchPhase.Ended, Touch.activeTouches[0].phase); yield return(null); Assert.AreEqual(Touch.activeTouches.Count, 0); plugin.OnDestroy(); EnhancedTouchSupport.Disable(); }
public override void TearDown() { EnhancedTouchSupport.Disable(); // Make sure cleanup really did clean up. Assert.That(Touch.s_Touchscreens.length, Is.EqualTo(0)); Assert.That(Touch.s_PlayerState, Is.EqualTo(default(Touch.FingerAndTouchState))); #if UNITY_EDITOR Assert.That(Touch.s_EditorState, Is.EqualTo(default(Touch.FingerAndTouchState))); #endif // Some state is kept alive in-between Disable/Enable. Manually clean it out. Touch.s_OnFingerDown = new InlinedArray <Action <Finger> >(); Touch.s_OnFingerUp = new InlinedArray <Action <Finger> >(); Touch.s_OnFingerMove = new InlinedArray <Action <Finger> >(); TouchSimulation.Destroy(); TouchSimulation.s_Instance = m_OldTouchSimulationInstance; m_OldTouchSimulationInstance = null; base.TearDown(); }
static void EnableRuntime() { if (s_Instance != null) { return; } var go = new GameObject { name = "[Debug Updater]" }; s_Instance = go.AddComponent <DebugUpdater>(); s_Instance.m_Orientation = Screen.orientation; DontDestroyOnLoad(go); DebugManager.instance.EnableInputActions(); #if USE_INPUT_SYSTEM EnhancedTouchSupport.Enable(); #endif }
private void Awake() { // Cachen _imageManager = GetComponent <ARTrackedImageManager>(); _raycastManager = GetComponent <ARRaycastManager>(); _anchorManager = GetComponent <ARAnchorManager>(); _planeManager = GetComponent <ARPlaneManager>(); _session = GetComponent <ARSessionOrigin>(); // Manager zunaechst deaktivieren _raycastManager.subsystem?.Stop(); _planeManager.subsystem?.Stop(); _imageManager.subsystem?.Stop(); // IFC instantiieren GameManager.Instance.PlacedIFC = Instantiate(_placedPrefab); GameManager.Instance.PlacedIFC.SetActive(false); // Event abonnieren GameManager.Instance.PlacementModeSelected += X_ModeSelected; // ggf. Touch aktivieren if (!EnhancedTouchSupport.enabled) { EnhancedTouchSupport.Enable(); } }