B
B
Bernard Krapivin2016-08-12 21:59:56
Game development
Bernard Krapivin, 2016-08-12 21:59:56

Unity3d, what causes the below bugs when changing platforms?

Hello everyone, I'm feeling unity3d and today I built the first test showcase for ios, so to speak.
The goal was to create scrolling with a finger along the X axis.
I'm doing it with the help of a Playmaker asset (visual scripting), but the components are all identical.
here is a video of the project in the Unity project itself in preview (everything works fine, as intended)
https://www.youtube.com/watch?v=yhKFRngnvbM
And here is a video of what is happening on a mobile device on ios (iphone) :
https ://www.youtube.com/watch?v=lQ-AsnMFB10 Does anyone
know why this is happening?

Answer the question

In order to leave comments, you need to log in

2 answer(s)
B
Bernard Krapivin, 2016-08-20
@Bobrodon

Thanks to Denis Gaydak for the help, as it turned out, the problem was that the computer always tracks the mouse, respectively, even after the click is completed, and the phone cannot track the finger, so when it is pressed again, it starts calculating from the previous click.
Everything was solved simply, with each new press / click - the coordinates of the press / click are calculated and further calculations take place relative to them.

D
Denis Gaydak, 2016-08-13
@MrMureno

did not work with the playmaker, but it looks like nothing happens when the finger (aka mouse up) is removed. coordinates are not forgotten/zeroed.
and therefore, when you put your finger back on the screen, a jump occurs. (it seems to think that you were moving your finger to these coordinates, like a mouse)
and in general working with taps and with a mouse is very different) get used to this thought.
The mouse at least always exists. there are no two mice and so on and so forth.

Didn't find what you were looking for?

Ask your question

Ask a Question

731 491 924 answers to any question