In this tutorial you will prepare your development environment for using the Unity bindings for GestureWorks 2. The steps performed in this tutorial will prepare your environment for subsequent GestureWorks 2 Unity tutorials. For this tutorial you will need the Gestureworks 2 multitouch framework; a free trials available.
To get started, open Unity and create a new project in the File > New Project menu
We will call our project in the next lesson Hello Multitouch, so please enter that name in a location that is most convenient. There are no extra package imports to check in the project creation wizard so after naming the project, press Create.
Import the GestureWorks Unity asset package found in step 1. Goto Assets→Import Package→Custom Package…
And select the GestureWorksUnity Unity package file and Open.
The import dialog will app
Import all files in the package.
The GestureWorks Unity package contains prefabs for running GestureWorks in a 3D scene and for fullscreen mode. To create a GestureWorks instance to handle our scene drag from Assets/GestureWorks/GestureWorksScene.prefab to the Hierarchy of the scene:
To see GestureWorks is running correctly check to enable Show Touch Point:
Here is a description of the various options:
Block on UI - Touch for gestures in the scene are blocked by any Unity canvas UI.
Then save your scene to whatever you like.
If you run the project in editor you will see touch points in the game preview panel.
Next set your build settings by going to File > Build settings. Since GestureWorks Unity contains a 64 bit dll specify the build as Windows x86_64. Also add your scene. Your build settings should look like the ones below.
You can now build and run the project as a standalone executable. You will see touch points in the scene: