how to make objects can be touched through the screen hp
and
how to make this
http://www.youtube.com/watch?v=rLdCyf1agnQ
thanks
how to make objects can be touched through the screen hp
and
how to make this
http://www.youtube.com/watch?v=rLdCyf1agnQ
thanks
Here is a FingerManager class for handling multiple touches - http://wiki.unity3d.com/index.php?title=FingerManager
You'll need to add an event handler to the object that you want to manipulate to catch touch event properties. See the instructions on that page.
You can also find multitouch plugins in the Unity asset store that simplify the adaptation of multitouch.
Hi corentin,
Apologies for the delay in replying.
This ought to be relatively straightforward to do, and it's more a Unity aspect than a Vuforia one.
Any augmentation is typically a child of the trackable (in the video this is on the floor). So once it is recognised what you need to do is integrate gesture recognition in Unity (possibly through a plug-in library of some sort) that can manipulate the augmentation / sofa.
It's probably worth checkin the Unity forums for gestures and how to manipulate them. Also you coudl probably do this aspect in isolation before integrating Vuforia, as this way it isolates the "risky" component and will let you iterate more quickly. Additionally if you get Unity Remote to work as well it can save you a lot of time.
Hope this helps and makes sense.
N
Those functions are the functions that you need to implement in your game objects;
if you look at the code in the link posted by DavidBeard, you will see that the SendMessage function is used, for example:
GameObject to = hit.collider.gameObject;
to.SendMessage("FingerBegin",evt,SendMessageOptions.DontRequireReceiver);
The SendMessage() is actually just a way of invoking the method called "FingerBegin()" in the "to" game object.
So you need to implement the "FingerBegin" function in your receiving objects; same for "FingerMove", "FingerEnd", "FingerCancel";
note that you don;t need to implement those functions in every game object (i.e. it's not a problem if a game object does not have that method, because you are specifying the DontRequireReceiver option, which is safe).
So, the idea is that in some of your game objects (the one that are interesting for this kind of interaction) you will implement those functions;
the actual code that you put in those functions is up to you, i.e. it's application specific (in practice it's the way you want to handle the behaviour of your game objects in response to those touch events).