Author Topic: FingerGestures v3.0  (Read 9248 times)

Offline William Ravaine

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FingerGestures v3.0
« on: 12 March, 2013, 11:16:34 AM »
The new shinny and improved FingerGestures has finally arrived!
Existing users: please read the Upgrade Instructions below before installing!

Main Changes
- Major rewrite aimed at simplifying the setup and use of FingerGestures in your projects
- New fully component-driven architecture based around GestureRecognizers and FingerEventDetectors
- Gesture and finger input events can now also be fired as with Unity's SendMessage approach (this can be disabled). These events can also be forwarded to the objects being interacted with.
- Custom Gesture Recognizer with built-in editor (see PointCloudRecognizer)
- Added support for simultaneous multi-finger gesture recognition via the FingerClusterManager component (does not support pinch and twist yet though).
- Built-in support for object-picking via the ScreenRaycaster component (supports thick raycasts and multiple cameras)
- Improved overall gestures responsiveness
- Added support for PlayMaker
- Option to adjust pixel distances to account for retina displays on iOS
- Automatic detection of Unity Remote at runtime
- Twist gesture emulation on desktop using CTRL + Mousehweel (by default)
- Every GestureRecognizer now has its own custom inspector with help tooltips and clean properties layout
- Added Finger.ExtendedProperties map for per-finger user-provided properties
- Updated the swipe gesture to support diagonals and expose the swipe motion vector
- Added finger "Hover" event detection for when a finger enters or exit an object (see FingerHoverDetector)
- Toolbox: Added TBPinchToScale and TBTwistToRotate scripts for object-based scaling and rotation
- Toolbox: Added a drag-based first-persona camera controller (TBDragView & TBLookAtTap - think "google street view")
- Toolbox: Updated TBDrag to work properly with rigidbodies
- Updated samples

Known Issues
Here are some known issues that will get fixed very soon:
- The TBOrbit sample has some debug code and is missing the sample navigation bar
- It's possible to get an ArgumentOutOfRangeException when using Unity Remote and using FingerEventDetectors
- A Unity issue with using generic type derived from another type of the same name (GestureRecognizer) can cause scene deserialization problems.

Documentation
A new set of docs is available online at http://fingergestures.fatalfrog.com/docs. I'm actively adding to it as we speak, so check back often for more content.
Make sure you to check out the new quickstart tutorial as it will give you a good overview of the new FingerGestures.

Upgrade Instructions
This version is major rewrite of the entire library and it was impossible to maintain backward compatibility with previous versions of FingerGestures.
You will get many errors if you simply overwrite your existing FG installation with this new version.

All of the global static gesture and finger events on the FingerGestures singleton have been removed and you should now be using the various GestureRecognizer and FingerEventDetector components to detect specific gesture and finger input events. Please take a look at the quickstart tutorial to get a better idea of how to use this new version.

To upgrade to this new version of FingerGestures, you should first remove any previous version you have installed in your project by deleting the corresponding root FingerGestures folder, and then import the new version of the package (see: Installation).
« Last Edit: 13 March, 2013, 08:48:46 PM by William Ravaine »

Offline PixelEnvision

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Re: FingerGestures v3.0
« Reply #1 on: 12 March, 2013, 01:07:59 PM »
That's a great update, thank you! I'm starting a new project today and that came in just in time...  8)
Pixel Envision - Creating fun apps for iOS & Android

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Offline Trithilon

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Re: FingerGestures v3.0
« Reply #2 on: 13 March, 2013, 06:00:54 AM »
This is amazing!
I am reading the manual - but the architecture looks flexible :)
Will leave my feedback here and a nice little review on the store.

Offline Uladzimir

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Re: FingerGestures v3.0
« Reply #3 on: 13 March, 2013, 11:42:52 AM »
Thank you! I've been waiting for this!  :)

Offline William Ravaine

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Re: FingerGestures v3.0
« Reply #4 on: 13 March, 2013, 08:47:42 PM »
Thanks for the kind words guys! Looking forward to your hear your feedback after you've used it for a while ;)

Offline Mayhem

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Re: FingerGestures v3.0
« Reply #5 on: 14 March, 2013, 02:54:13 PM »
Referring to the PlayMaker Actions:

What exactly will they cover? All kinds of GestureEvents? Also the Custom Gesture Recognizer?

Offline William Ravaine

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Re: FingerGestures v3.0
« Reply #6 on: 14 March, 2013, 07:30:01 PM »
@Mayhem: yes, there is a corresponding PlayMaker action for each FingerEventDetector (except the Motion one) and GestureRecognizer, including the custom gestures recognizer.

Offline Mayhem

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Re: FingerGestures v3.0
« Reply #7 on: 16 March, 2013, 06:52:34 PM »
Allrighty then. Count me in :)
Can't wait for the Documentation

Offline William Ravaine

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Re: FingerGestures v3.0
« Reply #8 on: 16 March, 2013, 08:45:29 PM »
Allrighty then. Count me in :)
Can't wait for the Documentation

Yeah I'm gonna try to wrap it up this weekend. Been short on time these last few days.

Offline Krodil

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Re: FingerGestures v3.0
« Reply #9 on: 20 March, 2013, 10:27:47 PM »
Great! thank you

Offline amaranth

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Re: FingerGestures v3.0
« Reply #10 on: 17 April, 2013, 03:46:20 AM »
The new playmaker actions look great! I have one question though. How do we select specific layers to ignore or include? For example, in my game, I only want a tap to register if it hits a gameobject assigned to the plant, animal, or rock layer.

Offline William Ravaine

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Re: FingerGestures v3.0
« Reply #11 on: 18 April, 2013, 10:35:31 PM »
@amaranth: you can specify an ignore layer mask on the ScreenRaycaster component that is in charge of picking objects in your scene for your gestures.

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