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GestureWorks 2 Changes

GestureWorks 2 has significant changes and improvements over the previous versions of GestureWorks.

Better Unity Support

The Unity game engine is the most popular platform for GestureWorks. GestureWorks 2 has significant upgrades to Unity integration to make development better and easier. There are three types of way to use Unity with GestureWorks:

3D Scene - Gestures interacting with the 3D scene.

UI Gestures - Gestures for Unity’s built in Canvas based UI.

Screen Gestures - Gesture events generated in response to the user touching the screen, such as as a full screen swipe, which isn’t related to specific item in the scene.

Screen Gestures Support

Previous versions of GestureWorks required setting up a touch object, polling input data, assigning that data to touch objects, and then querying the gestures created. This is still done for applications which have different touch objects. But GestureWorks 2 also supports screen gestures that are not attached to a specific objects, such as a user swiping the screen. There is a simplified workflow for these gestures, just passing input data to GestureWorks and querying gestures.

Improved Efficiency

GestureWorks 2 has many performance increases. The overall performance for GestureWorks 2 in applications Ideum has developed typically uses less than 2% of CPU time of the application.

Easier to Setup Gestures

GestureWorks 2 by default sets up and supports a basic set of gestures. Gesture Markup Language, GML, is still supported, but by default configuring GML is not necessary.

New Simple, C Based API

The API exposing GestureWorks to applications has been rewritten to be easier and is a simple C based API to make it easy to integrate with other programming languages and platform.

gestureworks_2_changes.txt · Last modified: 2019/01/21 16:34 (external edit)