public void StartNativeTouchButton() { NativeTouch.ClearCallbacks(); NativeTouch.RegisterCallback(NativeTouchStaticReceiver); //We want only few essential data so that's "minimal" = not full NativeTouch.Start(new NativeTouch.StartOption { fullMode = false, disableUnityTouch = false }); noCallbackEnabled = false; #if !UNITY_EDITOR runningText.text = "Native touch is running (callback)."; #endif }
public void StartNativeTouchButtonRingBuffer() { NativeTouch.ClearCallbacks(); //This does nothing, for we disable the callback below... NativeTouch.RegisterCallback(NativeTouchStaticReceiver); //To iterate the ring buffer in main thread instead of handling the callback, we could potentially disable the callback to boost performance. //This is important in platform like Android IL2CPP where the callback is slow and you rather ONLY iterate the ring buffer. NativeTouch.Start(new NativeTouch.StartOption { fullMode = false, disableUnityTouch = false, noCallback = true }); noCallbackEnabled = true; #if !UNITY_EDITOR runningText.text = "Native touch is running (no callback)."; #endif }
public void StopLatestPlay() { #if NATIVE_TOUCH_INTEGRATION Debug.Log("Native touch started!!"); staticPointer = nativeAudioPointer; NativeTouch.RegisterCallback(NTCallback); NativeTouch.Start(new NativeTouch.StartOption { disableUnityTouch = true }); NativeTouch.WarmUp(); return; #endif if (NotRealDevice()) { return; } if (nativeAudioController != null) { nativeAudioController.Stop(); } }