![]() The petals are textile patterns from all corners of the world and in the. UnityMetaball2DShader - Draw 2D meta-ball with fragment shader. You can then add a way to keep track of the delay between the last point being traced over and the next, so you can use this value, for example, to reset the traced path if the user takes too long. The structure is an ancient symbol of unity, the flower of life from sacred geometry. A categorized collection of awesome Unity open source on GitHub (800+) - GitHub. When a point is traced over, set the next point in the list as the next target, and check if the finger is getting over it. You can use the List to check the order the player is tracing over. ![]() Keep track of the path the finger is tracing on the letter You can then use this position to check the distance between the finger and the next point you want to trace, or if the finger is over the current point in the list the user has to get right.ģ. Then you can check if this Raycast is hitting the collider your put on the letter object : Vector3 hitpoint Hand drawn watercolor collection of chakra symbols with paint splashes. Get where this finger is on the surface of the letter You can use Screenpoint to Ray to get the position of the finger : Touch touch = Input.GetTouch(0) Your object would be something like this : - LETTER with script with Vector2 list + a collider (for Raycasting) I would store them as a list of Vector2 values. If you store their Vector3 or Vector2 positions in a list, you can then easily access the preceding/next point in the path you want to player to trace. One way to go would be to place gameObjects along the path of your word, and then check if the player traces over them in the sequence you wish. ![]() Define the path the user has to trace, and store it Here is a methodology you can maybe try :Ġ0. ![]()
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