I'm making an Android app with Unity3D and it works with click detection already, but not with touch. I need touch though for multitouch detection.
What I want: I have my player and 2 images of arrows. One arrow points right and one left. When I touch the left arrow the player should start moving left, when I touch the right arrow the player should start moving right.
But how do I detect which arrow is touched (and held)? All the code I found on Google is too old and not working anymore.
I'm working with C# scripts and it's a 2D game.
Klausar, what you're looking for is .........
A BUTTON (!!!)
it's that easy!
click "add Canvas". (You very likely want "scale to screen size" - select that option.)
click "add Button".
there is no "three" .. go drinking.
In your code, have a routine like this for the right-side button
public void UserClickedRight()
{
Debug.Log("click right whoo!");
}
and have a similar routine for the left-side button.
1. Go to your Button in the editor.
2. Simply drag the script to it and select UserClickedRight !!
You actually do not have to program buttons from scratch :)
This is a basic mechanism of Unity - drag a game object to a "slot" for it in the Editor.
(The game object you drag, has the script in question on it.)
You DO NOT need to go to the level of touch handling to achieve a button!
Now you ask, what about "when holding down on the button"?
It's very easy, you just need to know a couple of things about the Unity "event" system.
In Button, Unity have done all the work for "OnClick":
Since "click" is common, they put that one right in the Inspector panel for you for convenience.
The good news is that Button has many more events you can use.
http://docs.unity3d.com/ScriptReference/UI.Button.html
My guess is you want to use OnPointerDown and OnPointerUp in your case.
To use the other events (which Unity did not bother putting in the Inspector panel) is very simple, you just
1, make a script that references the events you want,
and,
2, you put that script ON the button in question ...
it's that easy.
Step by step explanation:
You're going to be using Unity's event system, so:
using UnityEngine.EventSystems;
Next. You know that a script normally starts like this...
public class FancyButton:MonoBehaviour
The "MonoBehaviour" part just means that it's a c# script which will be "driving a GameObject".
In this case we have to further alert the engine that you will be using those click events. So you add this.
,IPointerDownHandler,IPointerUpHandler
So far we have this
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FancyButton:MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{
Now the easy part.
You just type the two routines which Unity will run for you, when, those things happen.
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FancyButton:MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{
public void OnPointerDown(PointerEventData data)
{
Debug.Log("holy! someone put the pointer down!")
}
public void OnPointerUp(PointerEventData data)
{
Debug.Log("whoa! someone let go!")
}
}
Now all you have to do is drop that script on the Button. Done!
You can put that script on any button, where, you need that functionality.
Next, click on Obi-wan to see where we're at so far!
Finally, it sounds like you want to do something "when the button is being held down". That's just a general programming issue - you'd have a boolean which you turn on and off as the button goes up and down. Let's do it.
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FancyButton:MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{
[System.NonSerialized] public bool mouseIsDownRightNow;
public void OnPointerDown(PointerEventData data)
{
mouseIsDownRightNow = true;
}
public void OnPointerUp(PointerEventData data)
{
mouseIsDownRightNow = false;
}
}
You could access that variable from another script, or whatever you want.
Add the following if you want to run a routine while the button is down:
void Update()
{
if (buttonIsDownRightNow) WhileButtonIsDown();
}
private void WhileButtonIsDown()
{
Debug.Log("THE BUTTON IS DOWN! WHOA!");
}
Try that and watch the console as you hold the button down and up.
Here's an example of something like continually increasing a value while the button is down:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FancyButton:MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{
[System.NonSerialized] public bool buttonIsDownRightNow;
private int countSomething;
public void OnPointerDown(PointerEventData data)
{
buttonIsDownRightNow = true;
}
public void OnPointerUp(PointerEventData data)
{
buttonIsDownRightNow = false;
}
private void WhileButtonIsDown()
{
++countSomething;
}
void Update()
{
if (buttonIsDownRightNow) WhileButtonIsDown();
Debug.Log("value is now " +countSomething.ToString());
}
}
That's all there is to it. Once you really understand events in Unity, there is not much more to learn about Unity.
The only other important topics are Mecanim, shader writing, touch, coroutines, threading, PhysX, native plugins, sprites, networking, dynamic mesh, navigation, VR, AR, animation, inverse kinematics, particles, terrain, IAP, lighting, baking, shadows, MMP, character controllers, and audio. Enjoy!
You should firsty read this.
What you are trying to do is actually simple:
foreach (Touch touch in Input.touches) {
if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
if (guiTexture1.HitTest(touch.position)) {
// Maybe move left
}
if (guiTexture2.HitTest(touch.position)) {
// Maybe move right
}
}
}
Edit 1: this code now checks which image is being pressed
Edit 2: Added multitouch support
Related
We are working on our school project and we are all beginners in Unity and C#.
There is a toggle group with three toggles on our UI panel and three cubes are on the screen. We are having trouble with writing scripts for these cubes. What we want is when the corresponding toggle is on, the color of the cube can be changed by clicking.
For example, when toggle 1 is on, we click cube1 and its color change.
For now, we know how to use the toggle to change color by scripts, but we are not sure how to write a cube script by checking whether the toggle is on or not to change the cube color using mouse clicking.
You can check if a toggle is on or off by using .isOn
using UnityEngine;
using UnityEngine.UI;
public class CheckScript : MonoBehaviour
{
public Toggle myToggle;
void Start()
{
if(myToggle.isOn)
{
Debug.Log("Toggle is on");
}
else
{
Debug.Log("Toggle is off");
}
}
}
But I think what you actually need is this answer https://stackoverflow.com/a/57341924/19611934
Good day everyone,
how can I make another scene after scanning the image target? So far I can only do the buttons which are the basics and am currently working with c#, visual studio, unity and vuforia.Iv'e done the main menu screen which has the buttons scan and exit. Whenever you click the scan button it will automatically go to the AR camera and my question is how can I make a AR camera which you can scan an image and go to the another scene. No animation or whatsoever, just scan the image and go to another scene. Does someone has an idea of how to make it happen?
so far this is what iv'e coded:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour {
public void System()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
}
public void Back()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex -1);
}
public void Exit()
{
Debug.Log("You have exited the app");
Application.Quit();
}
}
In your case you can just create a gameobject as a child of your image target, attach a script, lets say sceneloader.cs and put in the start() method your load-scene-code....but this are total basics. Did you even read the documentation how image targets work?
I have a UI Button (using UnityEngine.UI).
However, clicking on the Button seems to be clicking through onto the scene (in my case clicking a nav mesh).
How to solve this problem?
I've been using typical Unity3D code to get user in put in gameplay such as
if (Input.GetMouseButtonDown(0))
{
same if I try the approach
if( Input.touches.Length > 0 )
{
if ( Input.touches[0].phase == TouchPhase.Began )
{
and it seems to be the case on iOS, Android, and desktop.
It seems to be a basic problem that clicks on the UI (UnityEngine.UI.Button etc) seem to fall through to the gameplay.
Here's how you do it in Unity today:
Naturally you'll have an EventSystem in the hierarchy - just check that you do. (You get one of those automatically when, for example, you add a Canvas; usually, every scene in an Unity project already has an EventSystem, but just check that you do have one.)
Add a physics raycaster to the camera (that takes one click)
Do this:
.
using UnityEngine.EventSystems;
public class Gameplay:MonoBehaviour, IPointerDownHandler {
public void OnPointerDown(PointerEventData eventData) {
Bingo();
}
}
Basically, again basically, that is all there is to it.
Quite simply: that is how you handle touch in Unity. That's all there is to it.
Add a raycaster, and have that code.
It looks easy and it is easy. However, it can be complicated to do well.
(Footnote: some horrors of doing drags in Unity: Horrors of OnPointerDown versus OnBeginDrag in Unity3D )
Unity's journey through touch technology has been fascinating:
"Early Unity" ... was extremely easy. Utterly useless. Didn't work at all.
"Current 'new' Unity" ... Works beautifully. Very easy, but difficult to use in an expert manner.
"Coming future Unity" ... Around 2025 they will make it BOTH actually work AND be easy to use. Don't hold your breath.
(The situation is not unlike Unity's UI system. At first the UI system was laughable. Now, it is great, but somewhat complex to use in an expert manner. As of 2019, they are about to again totally change it.)
(The networking is the same. At first it was total trash. The "new" networking is/was pretty good, but has some very bad choices. Just recently 2019 they have changed the networking again.)
Handy related tip!
Remember! When you have a full-screen invisible panel which holds some buttons. On the full-screen invisible panel itself, you must turn off raycasting! It's easy to forget:
As a historic matter: here is the rough-and-ready quick-fix for "ignoring the UI", which you used to be able to use in Unity years ago...
if (Input.GetMouseButtonDown(0)) { // doesn't really work...
if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
return;
Bingo();
}
You cannot do this any more, for some years now.
I had this problem too and I couldn't find very much useful info on it, this is what worked for me:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class SomeClickableObject : MonoBehaviour
{
// keep reference to UI to detect for
// for me this was a panel with some buttons
public GameObject ui;
void OnMouseDown()
{
if (!this.IsPointerOverUIObject())
{
// do normal OnMouseDown stuff
}
}
private bool IsPointerOverUIObject()
{
// get current pointer position and raycast it
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
// check if the target is in the UI
foreach (RaycastResult r in results) {
bool isUIClick = r.gameObject.transform.IsChildOf(this.ui.transform);
if (isUIClick) {
return true;
}
}
return false;
}
}
Essentially each click checks if the click occurred over a UI target.
Unfortunately, the first recommendations didn't help me so I just five all panels tags "UIPanel" and when the mouse clicked check if any panel currently active
void Update()
{ if (Input.GetMouseButtonDown(0))
{
if (isPanelsOn())
{}//doing nothing because panels is on
else
{} //doing what we need to do
}
}
public static bool isPanelsOn()
{
GameObject[] panels = GameObject.FindGameObjectsWithTag("UIPanel");
foreach (var panel in panels)
{
if (panel.activeSelf)
{
return true;
}
}
return false;
}
I'm having a hell of time getting a 2D polygon collider to register a mouse click. I've attached images and code to show where I'm at. I cannot get the click to work.
Ultimately, the thing I'm trying to achieve is to just set the area defined by the collider to be clickable rather than the entire image sprite.
What am I doing wrong here? Need help!
using UnityEngine;
using System.Collections;
public class MouseClick : MonoBehaviour
{
void OnMouseDown()
{
Debug.Log ("Clicked the Collider!");
}
}
I've defined the collider:
I've setup the components for my image:
Set your Canvas "Render mode" to "Screen Space Camera" and attach your camera,
Your using the new uGUI system, you dont even need colliders!
Make your script look like this and you should be able to do it with any object that has Image component. so you can get rid of the collider!
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class MouseClick : MonoBehaviour, IPointerClickHandler
{
void OnPointerClick(PointerEventData data)
{
Debug.Log ("Clicked the Collider!");
}
}
I want to suggest to you a different approach seeing as this uses UGUI.
Attach an EventTrigger script. Then add a new trigger of type PointerClick. Now you can drag an object into that and call any function on that object. This is a very easy and reusable way.
With this in place you can safely remove you rigidbody and collider unless those are needed for something other than mouse interaction.
I needed to create UIButton attached to a gameobject.
I'm using a board based game i.e., when ever clicking a button at that time place one object to that particular button.
I am using c# script in unity3d .
void UIBtn(GameObject BName)
{
//here to write Button click event.
}
I'm assuming you mean GUI.Button .
Reading your first sentence I understood that you wanted to create a button where a GameObject is, but reading your second sentence it seems that you want a GameObject to appear when clicking a button. Since I'm not sure, I'll answer both.
To make a GUI button appear at the place the mouse is use something like:
using UnityEngine;
using System.Collections;
public class Example : MonoBehaviour {
void OnGUI() {
Vector2 screenPos = Event.current.mousePosition;
GUI.Button ( new Rect(screenPos.x,screenPos.y,100,100),"Hello");
}
}
Attaching a button to a GameObject requires first identifying the GameObject via Physics.Raycast and then getting the GameObject from the HitCollider and then, on the game object's OnGUI loop. constantly translate its world coordinates to screen coordinates to be able to show a button, via GUI.Button.