public void InstallInputProvider(FGInputProvider inputProviderPrefab) { if (!inputProviderPrefab) { Debug.LogError("Invalid InputProvider (null)"); return; } // Debug.Log( "FingerGestures: using " + inputProviderPrefab.name ); // remove any existing one if (inputProvider) { Destroy(inputProvider.gameObject); } inputProvider = Instantiate(inputProviderPrefab) as FGInputProvider; if (inputProvider is WorldInputSimulatorProvider) { InputSimulatorCore.SetWorldInputSimulatorProvider((WorldInputSimulatorProvider)inputProvider); } inputProvider.name = inputProviderPrefab.name; inputProvider.transform.parent = this.transform; // Create fingers & gesture recognizers InitFingers(MaxFingers); if (OnInputProviderChanged != null) { OnInputProviderChanged(); } }
public static void Initialize() { if (isSimulating == false) { Debug.Log("Input Simulation is disabled. To use just activate it on VoxUtility."); return; } if (_instance == null) { _instance = new GameObject("InputSimulatorCore", typeof(InputSimulatorCore)).GetComponent <InputSimulatorCore>(); DontDestroyOnLoad(_instance.gameObject); _uiInputSimulator = _instance.gameObject.AddComponent <UIInputSimulatorProvider>(); _uiInputSimulator.Initialize(); } }
// Use this for initialization void Start() { InputSimulatorCore.AddUICanvas(this.gameObject); }