Using Touch Passthrough

Description

Touch passthrough is the feature that allows for touch input to be used in embedded and P2P games by making the entire area of the component on the screen “touchable”. It works by using any of the following input mapping systems:

  • UV mapping - A coordinate based system ranging from (0,0) to (1,1).
  • Pixel mapping - mapping the size of component area on device screen in pixels
  • Screen mapping - mapping the size of component area on device screen in inches
  • Custom mapping - This allows the coder to input a custom modifier to the standard UV mapping system.

There are two possible ways of interacting with the touch passthrough components:

  • Registering events to the actions assigned to “pressed” and “released”
  • The actions being sent to the model, and then accessed by retrieving data from the model. This is expanded on in the section relating to the [extended TR model].

The mapping systems allow the aug to determine where the touch input occurred, and the touch passthrough component sends that information to the game.

Implementation in Table Realms IDE

NOTE: The following images/gifs/videos need to be included in this section

  • Scripts, event triggers, etc?

Implementation on Different Game Development Engines

Unity

TODO:

Unity Tiny

TODO:

PlayCanvas

TODO:

Construct2/3

TODO: