multi-touch in the unity game not working - c#

I am following this video here
The tutorial and everything works fine except the multi-touch parts. I have two buttons that are actually two different images on the canvas but when I use one I can't use the other touch button. Each one of my buttons has this script.
Here is the code:
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
public class SimpleTouchShoot : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private bool touched;
private int pointerID;
private bool canFire;
void Awake()
{
touched = false;
canFire = false;
}
public void OnPointerDown (PointerEventData data)
{
if(!touched)
{
touched = true;
pointerID = data.pointerId;
canFire = true;
}
}
public void OnPointerUp (PointerEventData data)
{
if(data.pointerId == pointerID)
{
touched = false;
canFire = false;
}
}
public bool CanFire ()
{
return canFire;
}
}
The version of Unity is 4.6.

You're using the Interface for the Event Handlers. It doesn't implement its own multi touch function so you would have to make your own touch logic. In most cases, it is a hacky way of doing it. Making an array or a list of touch inputs and having cases for it.
Unity3D Forum - Event System
Click on the link and check the Answer number 5. The answer is an hacky way of doing it. Because the Event Interface is adding EventHandler to whatever GameObject you have for the script. But it you would always need to tell the game engine that you accept more than one input <- to make it simple. Catch the 2nd touch input that is being ignored.

Related

Unity - How to Interact With Objects Between UI and World Space

I am new to unity and want to make a card - board game. I want to be able to place a card on a particular tile on the board. However, my draggable script that is attached to my card seems to not interact with the world space tile (it will interact with other UI). The world space tile has a droppable script, that currently doesn't have any real functionality, but should at least output a message to the console when a user hover overs it with their cursor. It doesn't even do that. (Again, droppable works with other UI elements) I thought that maybe because when the user is selecting their cards from their hand, and the canvas is in render mode - screen space camera - that had an effect, so I wrote a script that changes the render mode of the canvas to world space and it still seems to not interact. I will attach as much as I can for a clearer explanation, but at this point all I wish is for the board or tile to be able to recognize the user is hovering over it with the cursor.
Any help or information is appreciated, I am trying to absorb as much knowledge as I can, so even if you don't have a solution, advice is useful!
Dropzone.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class Dropzone : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("OPEnt");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("OPExt");
}
public void OnDrop(PointerEventData eventData)
{
Debug.Log("on drop " + gameObject.name);
}
}
Draggable.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class Draggable : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
Transform originalParent = null;
private RectTransform RectTransform;
private void Awake()
{
RectTransform = GetComponent<RectTransform>();
}
public void OnBeginDrag(PointerEventData eventData)
{
originalParent = this.transform.parent;
this.transform.SetParent(this.transform.root);
GetComponent<CanvasGroup>().blocksRaycasts = false;
this.transform.parent.gameObject.GetComponent<CameraRender>().ChangeState();
}
public void OnDrag(PointerEventData eventData)
{
RectTransform.anchoredPosition += eventData.delta;
}
public void OnEndDrag(PointerEventData eventData)
{
this.transform.parent.gameObject.GetComponent<CameraRender>().ChangeState();
this.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
}
}
CameraRender.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraRender : MonoBehaviour
{
enum RenderModeStates { camera, overlay, world };
RenderModeStates m_RenderModeStates;
Canvas m_Canvas;
// Use this for initialization
public void Start()
{
m_Canvas = GetComponent<Canvas>();
}
// Update is called once per frame
public void Update()
{
//Press the space key to switch between render mode states
if (Input.GetKeyDown(KeyCode.Space))
{
ChangeState();
}
}
public void ChangeState()
{
switch (m_RenderModeStates)
{
case RenderModeStates.camera:
m_Canvas.renderMode = RenderMode.WorldSpace;
m_RenderModeStates = RenderModeStates.world;
break;
case RenderModeStates.world:
m_Canvas.renderMode = RenderMode.ScreenSpaceCamera;
m_RenderModeStates = RenderModeStates.camera;
break;
}
}
}
I have tried to add a script that transitions render modes from Screen Space to World Space, I have attached box colliders to the world space objects.
For non-UI 3D objects in order to receive the IPointerXYHandler etc messages you need
Collider on the according object(s)
a PhysicsRaycaster component attached to your Camera (and make sure the according Layers are selected as "Event Mask" in its Inspector)

How to freeze camera when the game is paused in Unity?

So recently I started coding my first FPS game. I experienced a problem with my pause menu. The problem is when I have my game paused my mouse is still controling the camera and when I want to press some buttons in menu camera keeps following my mouse. I searched for solution to this problem on web, but I haven't found the solution (even my code is similar to some I've found).
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
public static bool gameIsPaused;
public GameObject pauseMenuUI;
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Pause();
}
}
public void Resume()
{
Cursor.lockState = CursorLockMode.Locked;
pauseMenuUI.SetActive(false);
Time.timeScale = 1f;
gameIsPaused = false;
}
void Pause()
{
Cursor.lockState = CursorLockMode.None;
pauseMenuUI.SetActive(true);
gameIsPaused=true;
Time.timeScale = 0f;
}
public void LoadMenu()
{
Time.timeScale = 1f;
SceneManager.LoadScene("Menu");
}
public void QuitGame()
{
Debug.Log("Quitting game...");
Application.Quit();
}
}
What I would do is to update the camera according to the pause conditon. like so:
public class CameraRotation : MonoBehaviour
{
public isGamePaused; // changed from outside when you pause/unpause the game
void Update()
{
if (isGamePaused) {
...
}
}
}
The problem with gameIsPaused (usual code convention naming to state is a bool would be isGamePaused :)) is that until you set it to true in the menu the camera will keep moving, so you may need to set the boolean to true at the time the menu pops up.
Even its not the suited case for static variables, if you want to check the pause state of your game from the camera script, you can do so like this:
public class CameraRotation : MonoBehaviour
{
public isGamePaused; // changed from outside when you pause/unpause the game
void Update()
{
if (PauseMenu.gameIsPaused) {
...
}
}
}
static stands for static in memory, so the variable value can be checked anytime from anywhere with ClassName.staticVariableName. With this I mean that as long as you set the PauseMenu.gameIsPaused variable at the times in the code where you´d like you should be able to make it work, by working I mean freeze/unfreeze the camera at the exact moment you want.
Your static PauseMenu.IsPaused is fine and a good way to do it although I usually put something like that on a GameManager class. You can find a Unity Singleton pattern online so you can start having PauseMenu.Instance.XXX so it's easy to access anything you need. That being said, you need to find the script controlling your camera and check the PauseMenu.IsPaused. Most likely you have a script attached to your camera, and all you generally need to do is find the Update() function and just do: if (PauseMenu.IsPaused) return; to stop it from working.

Pressing UI buttons alongside processing Input.GetMouseDown() in Update

The game I'm making is meant for mobile devices.
I have a PlayerInput class in which I check for mouse events in Update():
void Update()
{
if (Input.GetMouseButtonDown(0))
{
//hide UI elements
}
}
I have a button which I hide when I detect mouse input in PlayerInput class but I don't want to hide it if the player presses the button.
I've managed to solve this issue by adding this component to my UI elements:
public class UiPointerHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
//disable mouse checks
}
public void OnPointerExit(PointerEventData eventData)
{
//enable mouse checks
}
}
It allows me to disable processing mouse events in PlayerInput's Update() to interact with certain UI elements.
This does its job fairly well on PC when I'm testing/prototyping the game but when I build the game for mobile it doesn't work at all and I can't press the buttons.
I'm looking for a solution that would work on mobile as well.
You can solve this fairly easily by adding the following check
void Update()
{
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
//hide UI elements
}
}
What this does is it checks if your pointer (mouse or finger) is over an UI element. By checking if it's not, you get your desired behaviour.
See "Input.GetTouch" on 'Input' class on Unity, GetMouseButtonDown doesn't work on mobile. Unity designed 'Touch' event on mobile instead of mouse event so try it. it has to work with your code.
Thanks to user Immorality I've managed to solve my problem.
I've added the EventSystem.current.IsPointerOverGameObject() check to the Update() inside of my PlayerInput class.
void Update()
{
if(EventSystem.current.IsPointerOverGameObject()) return;
if (Input.GetMouseButtonDown(0))
{
//hide UI elements
}
}
I've tested this solution on its own and it did not help in my case, I still wasn't able to press the buttons.
I've introduced a bool in PlayerInput which controls whether the mouse input is being processed and 2 static methods allowing to change this variable.
public class PlayerInput : MonoBehaviour
{
private static bool _transmitInput;
void Update()
{
if(!_transmitInput || EventSystem.current.IsPointerOverGameObject()) return;
if (Input.GetMouseButtonDown(0))
{
//hide UI elements
}
}
public static void DisableInput()
{
if (!_transmitInput) return;
_transmitInput = false;
}
public static void EnableInput()
{
if (_transmitInput) return;
_transmitInput = true;
}
}
These are called from the UiPointerHandler:
public class UiPointerHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
PlayerInput.DisableInput();
}
public void OnPointerExit(PointerEventData eventData)
{
PlayerInput.EnableInput();
}
}
At this point I was still having problems on mobile. When pressing the button, the OnPointerEnter() would be called but OnPointerExit() would not.
I assume it is because of how my scene is set up. The 2 buttons I'm working with are in the same position and are the same size. I just disable one and enable the other.
I solved this issue by calling PlayerInput.EnableInput() in the onClick of the buttons.

Use EventSystem for key-pressing events

Context: say you're checking whether "W" is pressed on the keyboard, the most common way to check this is through the following code:
void Update(){
if (Input.GetKeyDown("W"))
DoSomething();
}
Is there a way to do the following, using Unity's EventSystem? In other words, is there an implementation of an interface like IPointerClickHandler, for example, to check whether a button is pressed, without doing so in an Update() function?
Is there a way to do the following, using Unity's EventSystem? In other words, is there an implementation of an interface like IPointerClickHandler,
No. The EventSystem is mostly used for raycasting and dispatching events. This is not used to detect keyboard events. The only component from the EventSystem that can detect keyboard events is the InputField component. That's it and it can't be used for anything else.
Check whether a button is pressed, without doing so in an Update()
function?
Yes, there is a way with Event.KeyboardEvent and this requires the OnGUI function.
void OnGUI()
{
if (Event.current.Equals(Event.KeyboardEvent("W")))
{
print("W pressed!");
}
}
This is worse than using the Input.GetKeyDown function with the Update function. I encourage you to stick with Input.GetKeyDown. There is nothing wrong with it.
If you are looking for event type InputSystem without Input.GetKeyDown then use Unity's new Input API and subscribe to the InputSystem.onEvent event.
If you are looking for feature similar to the IPointerClickHandler interface you can implement it on top of Input.GetKeyDown.
1.First, get all the KeyCode enum with System.Enum.GetValues(typeof(KeyCode)); and store it in an array.
2.Create an interface "IKeyboardEvent" and add functions such as OnKeyDown just like OnPointerClick in the IPointerClickHandler interface.
3.Loop through the KeyCode from #1 and check if each key in the array is pressed, released or held down.
4.Get all the components in the scene and check if they implemented the IKeyboardEvent interface. If they do, invoke the proper function in the interface based on the key status from #3.
Here is a functional example that can still be extended or improved:
Attach to an empty GameObject.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class KeyboardEventSystem : MonoBehaviour
{
Array allKeyCodes;
private static List<Transform> allTransforms = new List<Transform>();
private static List<GameObject> rootGameObjects = new List<GameObject>();
void Awake()
{
allKeyCodes = System.Enum.GetValues(typeof(KeyCode));
}
void Update()
{
//Loop over all the keycodes
foreach (KeyCode tempKey in allKeyCodes)
{
//Send event to key down
if (Input.GetKeyDown(tempKey))
senEvent(tempKey, KeybrdEventType.keyDown);
//Send event to key up
if (Input.GetKeyUp(tempKey))
senEvent(tempKey, KeybrdEventType.KeyUp);
//Send event to while key is held down
if (Input.GetKey(tempKey))
senEvent(tempKey, KeybrdEventType.down);
}
}
void senEvent(KeyCode keycode, KeybrdEventType evType)
{
GetAllRootObject();
GetAllComponents();
//Loop over all the interfaces and callthe appropriate function
for (int i = 0; i < allTransforms.Count; i++)
{
GameObject obj = allTransforms[i].gameObject;
//Invoke the appropriate interface function if not null
IKeyboardEvent itfc = obj.GetComponent<IKeyboardEvent>();
if (itfc != null)
{
if (evType == KeybrdEventType.keyDown)
itfc.OnKeyDown(keycode);
if (evType == KeybrdEventType.KeyUp)
itfc.OnKeyUP(keycode);
if (evType == KeybrdEventType.down)
itfc.OnKey(keycode);
}
}
}
private static void GetAllRootObject()
{
rootGameObjects.Clear();
Scene activeScene = SceneManager.GetActiveScene();
activeScene.GetRootGameObjects(rootGameObjects);
}
private static void GetAllComponents()
{
allTransforms.Clear();
for (int i = 0; i < rootGameObjects.Count; ++i)
{
GameObject obj = rootGameObjects[i];
//Get all child Transforms attached to this GameObject
obj.GetComponentsInChildren<Transform>(true, allTransforms);
}
}
}
public enum KeybrdEventType
{
keyDown,
KeyUp,
down
}
public interface IKeyboardEvent
{
void OnKeyDown(KeyCode keycode);
void OnKeyUP(KeyCode keycode);
void OnKey(KeyCode keycode);
}
Usage:
Implement the IKeyboardEvent interface and the functions from it in your script just like you would with IPointerClickHandler.
public class test : MonoBehaviour, IKeyboardEvent
{
public void OnKey(KeyCode keycode)
{
Debug.Log("Key held down: " + keycode);
}
public void OnKeyDown(KeyCode keycode)
{
Debug.Log("Key pressed: " + keycode);
}
public void OnKeyUP(KeyCode keycode)
{
Debug.Log("Key released: " + keycode);
}
}
I created an simples script to trigger simple event.
I used OnguiGUI instead of Update.
See it bellow!
using UnityEngine;
using UnityEngine.Events;
public class TriggerKey : MonoBehaviour
{
[Header("----Add key to trigger on pressed----")]
public string key;
// Unity event inspector
public UnityEvent OnTriggerKey;
public void OnGUI()
{ // triiger event on trigger key
if (Event.current.Equals(Event.KeyboardEvent(key)))
{
OnTriggerKey.Invoke();
print("test trigger btn");
}
}
}

Using Unity3D's IPointerDownHandler approach, but with "the whole screen"

In Unity say you need to detect finger touch (finger drawing) on something in the scene.
The only way to do this in modern Unity, is very simple:
Step 1. Put a collider on that object. ("The ground" or whatever it may be.) 1
Step 2. On your camera, Inspector panel, click to add a Physics Raycaster (2D or 3D as relevant).
Step 3. Simply use code as in Example A below.
(Tip - don't forget to ensure there's an EventSystem ... sometimes Unity adds one automatically, sometimes not!)
Fantastic, couldn't be easier. Unity finally handles un/propagation correctly through the UI layer. Works uniformly and flawlessly on desktop, devices, Editor, etc etc. Hooray Unity.
All good. But what if you want to draw just "on the screen"?
So you are wanting, quite simply, swipes/touches/drawing from the user "on the screen". (Example, simply for operating an orbit camera, say.) So just as in any ordinary 3D game where the camera runs around and moves.
You don't want the position of the finger on some object in world space, you simply want abstract "finger motions" (i.e. position on the glass).
What collider do you then use? Can you do it with no collider? It seems fatuous to add a collider just for that reason.
What we do is this:
I just make a flat collider of some sort, and actually attach it under the camera. So it simply sits in the camera frustum and completely covers the screen.
(For the code, there is then no need to use ScreenToWorldPoint, so just use code as in Example B - extremely simple, works perfectly.)
My question, it seems a bit odd to have to use the "under-camera colldier" I describe, just to get touches on the glass.
What's the deal here?
(Note - please don't answer involving Unity's ancient "Touches" system, which is unusable today for real projects, you can't ignore .UI using the legacy approach.)
Code sample A - drawing on a scene object. Use ScreenToWorldPoint.
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FingerMove:MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
public void OnPointerDown (PointerEventData data)
{
Debug.Log("FINGER DOWN");
prevPointWorldSpace =
theCam.ScreenToWorldPoint( data.position );
}
public void OnDrag (PointerEventData data)
{
thisPointWorldSpace =
theCam.ScreenToWorldPoint( data.position );
realWorldTravel =
thisPointWorldSpace - prevPointWorldSpace;
_processRealWorldtravel();
prevPointWorldSpace = thisPointWorldSpace;
}
public void OnPointerUp (PointerEventData data)
{
Debug.Log("clear finger...");
}
Code sample B ... you only care about what the user does on the glass screen of the device. Even easier here:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class FingerMove:MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
private Vector2 prevPoint;
private Vector2 newPoint;
private Vector2 screenTravel;
public void OnPointerDown (PointerEventData data)
{
Debug.Log("FINGER DOWN");
prevPoint = data.position;
}
public void OnDrag (PointerEventData data)
{
newPoint = data.position;
screenTravel = newPoint - prevPoint;
prevPoint = newPoint;
_processSwipe();
}
public void OnPointerUp (PointerEventData data)
{
Debug.Log("FINEGR UP...");
}
private void _processSwipe()
{
// your code here
Debug.Log("screenTravel left-right.. " + screenTravel.x.ToString("f2"));
}
}
1 If you're just new to Unity: at that step very likely, make it a layer called say "Draw"; in physics settings make "Draw" interact with nothing; in step two with the Raycaster just set the layer to "Draw".
First of all, you need to understand that there are just 3 ways to detect click on an Object with the OnPointerDown function:
1.You need a UI component to in order to detect click with the OnPointerDown function. This applies to other similar UI events.
2.Another method to detect a click with the OnPointerDown function on a 2D/Sprite GameObject is to attach Physics2DRaycaster to the Camera and then OnPointerDown will be called when it is clicked. Note that a 2D Collider must be attached to it.
3.If this is a 3D Object with a Collider not 2D Collider, you must have PhysicsRaycaster attached to the camera in order for the OnPointerDown function to be called.
Doing this with the first method seems more reasonable instead of having a large collider or 2D collider covering the screen. All you do is to create a Canvas, Panel GameObject, and attach Image component that stretches across the whole screen to it.
Dude I just don't see using .UI as a serious solution: imagine we're
doing a big game and you're leading a team that is doing all the UI (I
mean buttons, menus and all). I'm leading a team doing the walking
robots. I suddenly say to you "oh, by the way, I can't handle touch
("!"), could you drop in a UI.Panel, don't forget to keep it under
everything you're doing, oh and put one on any/all canvasses or
cameras you swap between - and pass that info back to me OK!" :) I
mean it's just silly. One can't essentially say: "oh, Unity doesn't
handle touch"
Not really hard like the way you described it. You can write a long code that will be able to create a Canvas, Panel and an Image. Change the image alpha to 0. All you have to do is attach that code to the Camera or an empty GameObject and it will perform all this for you automatically on play mode.
Make every GameObject that wants to receive event on the screen subscribe to it, then use ExecuteEvents.Execute to send the event to all the interfaces in the script attached to that GameObject.
For example, the sample code below will send OnPointerDown event to the GameObject called target.
ExecuteEvents.Execute<IPointerDownHandler>(target,
eventData,
ExecuteEvents.pointerDownHandler);
Problem you will run into:
The hidden Image component will block other UI or GameObject from receiving raycast. This is the biggest problem here.
Solution:
Since it will cause some blocking problems, it is better to make the Canvas of the Image to be on top of everything. This will make sure that it is now 100 blocking all other UI/GameObject. Canvas.sortingOrder = 12; should help us do this.
Each time we detect an event such as OnPointerDown from the Image, we will manually send resend the OnPointerDown event to all other UI/GameObjects beneath the Image.
First of all, we throw a raycast with GraphicRaycaster(UI), Physics2DRaycaster(2D collider), PhysicsRaycaster(3D Collider) and store the result in a List.
Now, we loop over the result in the List and resend the event we received by sending artificial event to the results with:
ExecuteEvents.Execute<IPointerDownHandler>(currentListLoop,
eventData,
ExecuteEvents.pointerDownHandler);
Other problems you will run into:
You won't be able to send emulate events on the Toggle component with GraphicRaycaster. This is a bug in Unity. It took me 2 days to realize this.
Also was not able to send fake slider move event to the Slider component. I can't tell if this is a bug or not.
Other than these problems mentioned above, I was able to implement this. It comes in 3 parts. Just create a folder and put all the scripts in them.
SCRIPTS:
1.WholeScreenPointer.cs - The main part of the script that creates Canvas, GameObject, and hidden Image. It does all the complicated stuff to make sure that the Image always covers the screen. It also sends event to all the subscribe GameObject.
public class WholeScreenPointer : MonoBehaviour
{
//////////////////////////////// SINGLETON BEGIN ////////////////////////////////
private static WholeScreenPointer localInstance;
public static WholeScreenPointer Instance { get { return localInstance; } }
public EventUnBlocker eventRouter;
private void Awake()
{
if (localInstance != null && localInstance != this)
{
Destroy(this.gameObject);
}
else
{
localInstance = this;
}
}
//////////////////////////////// SINGLETON END ////////////////////////////////
//////////////////////////////// SETTINGS BEGIN ////////////////////////////////
public bool simulateUIEvent = true;
public bool simulateColliderEvent = true;
public bool simulateCollider2DEvent = true;
public bool hideWholeScreenInTheEditor = false;
//////////////////////////////// SETTINGS END ////////////////////////////////
private GameObject hiddenCanvas;
private List<GameObject> registeredGameobjects = new List<GameObject>();
//////////////////////////////// USEFUL FUNCTIONS BEGIN ////////////////////////////////
public void registerGameObject(GameObject objToRegister)
{
if (!isRegistered(objToRegister))
{
registeredGameobjects.Add(objToRegister);
}
}
public void unRegisterGameObject(GameObject objToRegister)
{
if (isRegistered(objToRegister))
{
registeredGameobjects.Remove(objToRegister);
}
}
public bool isRegistered(GameObject objToRegister)
{
return registeredGameobjects.Contains(objToRegister);
}
public void enablewholeScreenPointer(bool enable)
{
hiddenCanvas.SetActive(enable);
}
//////////////////////////////// USEFUL FUNCTIONS END ////////////////////////////////
// Use this for initialization
private void Start()
{
makeAndConfigWholeScreenPinter(hideWholeScreenInTheEditor);
}
private void makeAndConfigWholeScreenPinter(bool hide = true)
{
//Create and Add Canvas Component
createCanvas(hide);
//Add Rect Transform Component
//addRectTransform();
//Add Canvas Scaler Component
addCanvasScaler();
//Add Graphics Raycaster Component
addGraphicsRaycaster();
//Create Hidden Panel GameObject
GameObject panel = createHiddenPanel(hide);
//Make the Image to be positioned in the middle of the screen then fix its anchor
stretchImageAndConfigAnchor(panel);
//Add EventForwarder script
addEventForwarder(panel);
//Add EventUnBlocker
addEventRouter(panel);
//Add EventSystem and Input Module
addEventSystemAndInputModule();
}
//Creates Hidden GameObject and attaches Canvas component to it
private void createCanvas(bool hide)
{
//Create Canvas GameObject
hiddenCanvas = new GameObject("___HiddenCanvas");
if (hide)
{
hiddenCanvas.hideFlags = HideFlags.HideAndDontSave;
}
//Create and Add Canvas Component
Canvas cnvs = hiddenCanvas.AddComponent<Canvas>();
cnvs.renderMode = RenderMode.ScreenSpaceOverlay;
cnvs.pixelPerfect = false;
//Set Cavas sorting order to be above other Canvas sorting order
cnvs.sortingOrder = 12;
cnvs.targetDisplay = 0;
//Make it child of the GameObject this script is attached to
hiddenCanvas.transform.SetParent(gameObject.transform);
}
private void addRectTransform()
{
RectTransform rctrfm = hiddenCanvas.AddComponent<RectTransform>();
}
//Adds CanvasScaler component to the Canvas GameObject
private void addCanvasScaler()
{
CanvasScaler cvsl = hiddenCanvas.AddComponent<CanvasScaler>();
cvsl.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
cvsl.referenceResolution = new Vector2(800f, 600f);
cvsl.matchWidthOrHeight = 0.5f;
cvsl.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
cvsl.referencePixelsPerUnit = 100f;
}
//Adds GraphicRaycaster component to the Canvas GameObject
private void addGraphicsRaycaster()
{
GraphicRaycaster grcter = hiddenCanvas.AddComponent<GraphicRaycaster>();
grcter.ignoreReversedGraphics = true;
grcter.blockingObjects = GraphicRaycaster.BlockingObjects.None;
}
//Creates Hidden Panel and attaches Image component to it
private GameObject createHiddenPanel(bool hide)
{
//Create Hidden Panel GameObject
GameObject hiddenPanel = new GameObject("___HiddenPanel");
if (hide)
{
hiddenPanel.hideFlags = HideFlags.HideAndDontSave;
}
//Add Image Component to the hidden panel
Image pnlImg = hiddenPanel.AddComponent<Image>();
pnlImg.sprite = null;
pnlImg.color = new Color(1, 1, 1, 0); //Invisible
pnlImg.material = null;
pnlImg.raycastTarget = true;
//Make it child of HiddenCanvas GameObject
hiddenPanel.transform.SetParent(hiddenCanvas.transform);
return hiddenPanel;
}
//Set Canvas width and height,to matach screen width and height then set anchor points to the corner of canvas.
private void stretchImageAndConfigAnchor(GameObject panel)
{
Image pnlImg = panel.GetComponent<Image>();
//Reset postion to middle of the screen
pnlImg.rectTransform.anchoredPosition3D = new Vector3(0, 0, 0);
//Stretch the Image so that the whole screen is totally covered
pnlImg.rectTransform.anchorMin = new Vector2(0, 0);
pnlImg.rectTransform.anchorMax = new Vector2(1, 1);
pnlImg.rectTransform.pivot = new Vector2(0.5f, 0.5f);
}
//Adds EventForwarder script to the Hidden Panel GameObject
private void addEventForwarder(GameObject panel)
{
EventForwarder evnfwdr = panel.AddComponent<EventForwarder>();
}
//Adds EventUnBlocker script to the Hidden Panel GameObject
private void addEventRouter(GameObject panel)
{
EventUnBlocker evtrtr = panel.AddComponent<EventUnBlocker>();
eventRouter = evtrtr;
}
//Add EventSystem
private void addEventSystemAndInputModule()
{
//Check if EventSystem exist. If it does not create and add it
EventSystem eventSys = FindObjectOfType<EventSystem>();
if (eventSys == null)
{
GameObject evObj = new GameObject("EventSystem");
EventSystem evs = evObj.AddComponent<EventSystem>();
evs.firstSelectedGameObject = null;
evs.sendNavigationEvents = true;
evs.pixelDragThreshold = 5;
eventSys = evs;
}
//Check if StandaloneInputModule exist. If it does not create and add it
StandaloneInputModule sdlIpModl = FindObjectOfType<StandaloneInputModule>();
if (sdlIpModl == null)
{
sdlIpModl = eventSys.gameObject.AddComponent<StandaloneInputModule>();
sdlIpModl.horizontalAxis = "Horizontal";
sdlIpModl.verticalAxis = "Vertical";
sdlIpModl.submitButton = "Submit";
sdlIpModl.cancelButton = "Cancel";
sdlIpModl.inputActionsPerSecond = 10f;
sdlIpModl.repeatDelay = 0.5f;
sdlIpModl.forceModuleActive = false;
}
}
/*
Forwards Handler Event to every GameObject that implements IDragHandler, IPointerDownHandler, IPointerUpHandler interface
*/
public void forwardDragEvent(PointerEventData eventData)
{
//Route and send the event to UI and Colliders
for (int i = 0; i < registeredGameobjects.Count; i++)
{
ExecuteEvents.Execute<IDragHandler>(registeredGameobjects[i],
eventData,
ExecuteEvents.dragHandler);
}
//Route and send the event to UI and Colliders
eventRouter.routeDragEvent(eventData);
}
public void forwardPointerDownEvent(PointerEventData eventData)
{
//Send the event to all subscribed scripts
for (int i = 0; i < registeredGameobjects.Count; i++)
{
ExecuteEvents.Execute<IPointerDownHandler>(registeredGameobjects[i],
eventData,
ExecuteEvents.pointerDownHandler);
}
//Route and send the event to UI and Colliders
eventRouter.routePointerDownEvent(eventData);
}
public void forwardPointerUpEvent(PointerEventData eventData)
{
//Send the event to all subscribed scripts
for (int i = 0; i < registeredGameobjects.Count; i++)
{
ExecuteEvents.Execute<IPointerUpHandler>(registeredGameobjects[i],
eventData,
ExecuteEvents.pointerUpHandler);
}
//Route and send the event to UI and Colliders
eventRouter.routePointerUpEvent(eventData);
}
}
2.EventForwarder.cs - It simply receives any event from the hidden Image and passes it to the WholeScreenPointer.cs script for processing.
public class EventForwarder : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
WholeScreenPointer wcp = null;
void Start()
{
wcp = WholeScreenPointer.Instance;
}
public void OnDrag(PointerEventData eventData)
{
wcp.forwardDragEvent(eventData);
}
public void OnPointerDown(PointerEventData eventData)
{
wcp.forwardPointerDownEvent(eventData);
}
public void OnPointerUp(PointerEventData eventData)
{
wcp.forwardPointerUpEvent(eventData);
}
}
3.EventUnBlocker.cs - It unblocks the the rays the hidden Image is blocking by sending fake event to any Object above it. Be it UI, 2D or 3D collider.
public class EventUnBlocker : MonoBehaviour
{
List<GraphicRaycaster> grRayCast = new List<GraphicRaycaster>(); //UI
List<Physics2DRaycaster> phy2dRayCast = new List<Physics2DRaycaster>(); //Collider 2D (Sprite Renderer)
List<PhysicsRaycaster> phyRayCast = new List<PhysicsRaycaster>(); //Normal Collider(3D/Mesh Renderer)
List<RaycastResult> resultList = new List<RaycastResult>();
//For Detecting button click and sending fake Button Click to UI Buttons
Dictionary<int, GameObject> pointerIdToGameObject = new Dictionary<int, GameObject>();
// Use this for initialization
void Start()
{
}
public void sendArtificialUIEvent(Component grRayCast, PointerEventData eventData, PointerEventType evType)
{
//Route to all Object in the RaycastResult
for (int i = 0; i < resultList.Count; i++)
{
/*Do something if it is NOT this GameObject.
We don't want any other detection on this GameObject
*/
if (resultList[i].gameObject != this.gameObject)
{
//Check if this is UI
if (grRayCast is GraphicRaycaster)
{
//Debug.Log("UI");
routeEvent(resultList[i], eventData, evType, true);
}
//Check if this is Collider 2D/SpriteRenderer
if (grRayCast is Physics2DRaycaster)
{
//Debug.Log("Collider 2D/SpriteRenderer");
routeEvent(resultList[i], eventData, evType, false);
}
//Check if this is Collider/MeshRender
if (grRayCast is PhysicsRaycaster)
{
//Debug.Log("Collider 3D/Mesh");
routeEvent(resultList[i], eventData, evType, false);
}
}
}
}
//Creates fake PointerEventData that will be used to make PointerEventData for the callback functions
PointerEventData createEventData(RaycastResult rayResult)
{
PointerEventData fakeEventData = new PointerEventData(EventSystem.current);
fakeEventData.pointerCurrentRaycast = rayResult;
return fakeEventData;
}
private void routeEvent(RaycastResult rayResult, PointerEventData eventData, PointerEventType evType, bool isUI = false)
{
bool foundKeyAndValue = false;
GameObject target = rayResult.gameObject;
//Make fake GameObject target
PointerEventData fakeEventData = createEventData(rayResult);
switch (evType)
{
case PointerEventType.Drag:
//Send/Simulate Fake OnDrag event
ExecuteEvents.Execute<IDragHandler>(target, fakeEventData,
ExecuteEvents.dragHandler);
break;
case PointerEventType.Down:
//Send/Simulate Fake OnPointerDown event
ExecuteEvents.Execute<IPointerDownHandler>(target,
fakeEventData,
ExecuteEvents.pointerDownHandler);
//Code Below is for UI. break out of case if this is not UI
if (!isUI)
{
break;
}
//Prepare Button Click. Should be sent in the if PointerEventType.Up statement
Button buttonFound = target.GetComponent<Button>();
//If pointerId is not in the dictionary add it
if (buttonFound != null)
{
if (!dictContains(eventData.pointerId))
{
dictAdd(eventData.pointerId, target);
}
}
//Bug in Unity with GraphicRaycaster and Toggle. Have to use a hack below
//Toggle Toggle component
Toggle toggle = null;
if ((target.name == "Checkmark" || target.name == "Label") && toggle == null)
{
toggle = target.GetComponentInParent<Toggle>();
}
if (toggle != null)
{
//Debug.LogWarning("Toggled!: " + target.name);
toggle.isOn = !toggle.isOn;
//Destroy(toggle.gameObject);
}
break;
case PointerEventType.Up:
//Send/Simulate Fake OnPointerUp event
ExecuteEvents.Execute<IPointerUpHandler>(target,
fakeEventData,
ExecuteEvents.pointerUpHandler);
//Code Below is for UI. break out of case if this is not UI
if (!isUI)
{
break;
}
//Send Fake Button Click if requirement is met
Button buttonPress = target.GetComponent<Button>();
/*If pointerId is in the dictionary, check
*/
if (buttonPress != null)
{
if (dictContains(eventData.pointerId))
{
//Check if GameObject matches too. If so then this is a valid Click
for (int i = 0; i < resultList.Count; i++)
{
GameObject tempButton = resultList[i].gameObject;
if (tempButton != this.gameObject && dictContains(eventData.pointerId, tempButton))
{
foundKeyAndValue = true;
//Debug.Log("Button ID and GameObject Match! Sending Click Event");
//Send/Simulate Fake Click event to the Button
ExecuteEvents.Execute<IPointerClickHandler>(tempButton,
new PointerEventData(EventSystem.current),
ExecuteEvents.pointerClickHandler);
}
}
}
}
break;
}
//Remove pointerId since it exist
if (foundKeyAndValue)
{
dictRemove(eventData.pointerId);
}
}
void routeOption(PointerEventData eventData, PointerEventType evType)
{
UpdateRaycaster();
if (WholeScreenPointer.Instance.simulateUIEvent)
{
//Loop Through All GraphicRaycaster(UI) and throw Raycast to each one
for (int i = 0; i < grRayCast.Count; i++)
{
//Throw Raycast to all UI elements in the position(eventData)
grRayCast[i].Raycast(eventData, resultList);
sendArtificialUIEvent(grRayCast[i], eventData, evType);
}
//Reset Result
resultList.Clear();
}
if (WholeScreenPointer.Instance.simulateCollider2DEvent)
{
//Loop Through All Collider 2D (Sprite Renderer) and throw Raycast to each one
for (int i = 0; i < phy2dRayCast.Count; i++)
{
//Throw Raycast to all UI elements in the position(eventData)
phy2dRayCast[i].Raycast(eventData, resultList);
sendArtificialUIEvent(phy2dRayCast[i], eventData, evType);
}
//Reset Result
resultList.Clear();
}
if (WholeScreenPointer.Instance.simulateColliderEvent)
{
//Loop Through All Normal Collider(3D/Mesh Renderer) and throw Raycast to each one
for (int i = 0; i < phyRayCast.Count; i++)
{
//Throw Raycast to all UI elements in the position(eventData)
phyRayCast[i].Raycast(eventData, resultList);
sendArtificialUIEvent(phyRayCast[i], eventData, evType);
}
//Reset Result
resultList.Clear();
}
}
public void routeDragEvent(PointerEventData eventData)
{
routeOption(eventData, PointerEventType.Drag);
}
public void routePointerDownEvent(PointerEventData eventData)
{
routeOption(eventData, PointerEventType.Down);
}
public void routePointerUpEvent(PointerEventData eventData)
{
routeOption(eventData, PointerEventType.Up);
}
public void UpdateRaycaster()
{
convertToList(FindObjectsOfType<GraphicRaycaster>(), grRayCast);
convertToList(FindObjectsOfType<Physics2DRaycaster>(), phy2dRayCast);
convertToList(FindObjectsOfType<PhysicsRaycaster>(), phyRayCast);
}
//To avoid ToList() function
void convertToList(GraphicRaycaster[] fromComponent, List<GraphicRaycaster> toComponent)
{
//Clear and copy new Data
toComponent.Clear();
for (int i = 0; i < fromComponent.Length; i++)
{
toComponent.Add(fromComponent[i]);
}
}
//To avoid ToList() function
void convertToList(Physics2DRaycaster[] fromComponent, List<Physics2DRaycaster> toComponent)
{
//Clear and copy new Data
toComponent.Clear();
for (int i = 0; i < fromComponent.Length; i++)
{
toComponent.Add(fromComponent[i]);
}
}
//To avoid ToList() function
void convertToList(PhysicsRaycaster[] fromComponent, List<PhysicsRaycaster> toComponent)
{
//Clear and copy new Data
toComponent.Clear();
for (int i = 0; i < fromComponent.Length; i++)
{
toComponent.Add(fromComponent[i]);
}
}
//Checks if object is in the dictionary
private bool dictContains(GameObject obj)
{
return pointerIdToGameObject.ContainsValue(obj);
}
//Checks if int is in the dictionary
private bool dictContains(int pointerId)
{
return pointerIdToGameObject.ContainsKey(pointerId);
}
//Checks if int and object is in the dictionary
private bool dictContains(int pointerId, GameObject obj)
{
return (pointerIdToGameObject.ContainsKey(pointerId) && pointerIdToGameObject.ContainsValue(obj));
}
//Adds pointerId and its value to dictionary
private void dictAdd(int pointerId, GameObject obj)
{
pointerIdToGameObject.Add(pointerId, obj);
}
//Removes pointerId and its value from dictionary
private void dictRemove(int pointerId)
{
pointerIdToGameObject.Remove(pointerId);
}
public enum PointerEventType
{
Drag, Down, Up
}
}
Usage:
1.Attach the WholeScreenPointer script to an empty GameObject or the Camera.
2.To receive any event in the scene, simply implement IDragHandler, IPointerDownHandler, IPointerUpHandler in any script then call WholeScreenPointer.Instance.registerGameObject(this.gameObject); once. Any event from the screen will now be sent to that script. Don't forget to unregister in the OnDisable() function.
For example, attach Test to any GameObject you want to receive touch events:
public class Test : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
void Start()
{
//Register this GameObject so that it will receive events from WholeScreenPointer script
WholeScreenPointer.Instance.registerGameObject(this.gameObject);
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging: ");
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Pointer Down: ");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Pointer Up: ");
}
void OnDisable()
{
WholeScreenPointer.Instance.unRegisterGameObject(this.gameObject);
}
}
NOTE:
You only need to call WholeScreenPointer.Instance.registerGameObject(this.gameObject); if you want to receive event anywhere on the screen. If you just want to receive event from current Object, then you don't have to call this. If you do, you will receive multiple events.
Other Important functions:
Enable WholeScreen Event - WholeScreenPointer.Instance.enablewholeScreenPointer(true);
Disable WholeScreen Event - WholeScreenPointer.Instance.enablewholeScreenPointer(false);
Finally, this can be improved more.
The question and the answer I am going to post seems pretty much opinion based. Nevertheless I am going to answer as best as I can.
If you are trying to detect pointer events on the screen, there is nothing wrong with representing the screen with an object. In your case, you use a 3D collider to cover the entire frustum of the camera. However, there is a native way to do this in Unity, using a 2D UI object that covers the entire screen. The screen can be best represented by a 2D object. For me, this seems like a natural way to do it.
I use a generic code for this purpose:
public class Screen : MonoSingleton<Screen>, IPointerClickHandler, IDragHandler, IBeginDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler, IScrollHandler {
private bool holding = false;
private PointerEventData lastPointerEventData;
#region Events
public delegate void PointerEventHandler(PointerEventData data);
static public event PointerEventHandler OnPointerClick = delegate { };
static public event PointerEventHandler OnPointerDown = delegate { };
/// <summary> Dont use delta data as it will be wrong. If you are going to use delta, use OnDrag instead. </summary>
static public event PointerEventHandler OnPointerHold = delegate { };
static public event PointerEventHandler OnPointerUp = delegate { };
static public event PointerEventHandler OnBeginDrag = delegate { };
static public event PointerEventHandler OnDrag = delegate { };
static public event PointerEventHandler OnEndDrag = delegate { };
static public event PointerEventHandler OnScroll = delegate { };
#endregion
#region Interface Implementations
void IPointerClickHandler.OnPointerClick(PointerEventData e) {
lastPointerEventData = e;
OnPointerClick(e);
}
// And other interface implementations, you get the point
#endregion
void Update() {
if (holding) {
OnPointerHold(lastPointerEventData);
}
}
}
The Screen is a singleton, because there is only one screen in the context of the game. Objects(like camera) subscribe to its pointer events, and arrange theirselves accordingly. This also keeps single-responsibility intact.
You would use this as appending it to an object that represents the so called glass (surface of the screen). If you think buttons on the UI as popping out of the screen, glass would be under them. For this, the glass has to be the first child of the Canvas. Of course, the Canvas has to be rendered in screen space for it to make sense.
One hack here, which doesn't make sense is to add an invisible Image component to the glass, so it would receive events. This acts like the raycast target of the glass.
You could also use Input (Input.touches etc.) to implement this glass object. It would work as checking if the input changed in every Update call. This seems like a polling-based approach to me, whereas the above one is an event-based approach.
Your question seems as if looking for a way to justify using the Input class. IMHO, Do not make it harder for yourself. Use what works. And accept the fact that Unity is not perfect.

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