Reads multitouch input from your trackpad, giving it to your Unity game with an interface matching Input.touches
.
This allows you to test your game's multitouch functionality in the editor, without having to use Unity Remote or building to the device. It also works great in standalone builds, so you can ship multitouch support to users.
An editor screenshot:
This plugin cannot prevent OS X from catching Mission Control and Notification Center gestures. They take precedence and Unity won't be able to properly emulate an iPad or mobile device.
If you want to disable the OS gestures, go to System Preferences -> Trackpad -> More Gestures and uncheck all the checkboxes.
-
Build the XCode project
XCode/TrackPad/TrackPadTouchOSX.xcodeproj
. -
Place
TrackpadTouchOSX.bundle
into your Unity project'sAssets/Plugins
folder.
NOTE: There is an example scene included in the package showing off multitouch support.
Import the TrackpadTouch
package.
Use TrackpadInput.touches
just like you would use Input.touches
:
using UnityEngine;
using TrackpadTouch;
public class TrackpadTest : MonoBehaviour {
public void Update() {
foreach (var touch in TrackpadInput.touches) {
switch (touch.phase) {
case TouchPhase.Began:
Debug.Log("Finger " + touch.fingerId + " began at " + touch.position);
break;
case TouchPhase.Moved:
Debug.Log("Finger " + touch.fingerId + " moved to " + touch.position);
break;
case TouchPhase.Ended:
case TouchPhase.Canceled:
Debug.Log("Finger " + touch.fingerId + " ended");
break;
}
}
}
}
See the Touch
and TouchPhase
classes in the Unity docs for more info on how to use the Input.touches
interface.
See the plugin code for details.