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Question by maquis · Mar 03, 2016 at 04:47 AM · mobile devicesbutton trigger eventscrossplatform

How do I create my own Mobile Control Rig, using parts of the CrossPlatformInput assets, but not using the rigs included there?

I am trying to make a simple Mobile Control Rig of my own, using bits and pieces from the CrossPlatformInput standard assets. I have created 3 buttons: Left, Right, and Rotate. They are inside of a simple Rect Transform, which has the MobileControlRig script added to it (similar to the samples included in Standard Assets). Each of the buttons has two EventTriggers, which have the button itself as the parameter, are set to "Editor and Runtime". One on each button is set to "ButtonHandler.SetDownState" and the other is set to "ButtonHandler.SetUpState". Then, the buttons each have the ButtonHandler.cs script added to them as well.

The scene has an EventSystem added to it. If I drag one of the prefabs from the CrossPlatformInput into the scene, it works correctly, but the prefabs do not provide the specific buttons I would like, and I feel like I need to understand how this functionality is supposed to work, anyways.

I have added Debug.Log lines into the ButtonHandler.cs script. However, no matter how much I try to tap on the buttons when I am testing, it does not appear that any of my taps are being registered or making it to ButtonHandler.cs. I have been primarily modeling my buttons on the Jump button in the DualTouchControls prefab, and I cannot figure out what that button is doing that I am not doing in my controls.

So, what am I missing that will allow my buttons to registerand call ButtonHandler.cs?

Thank you!

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