I'm currently implementing accessibility for my game. I'm using UIAccessibilityTraitAllowsDirectInteraction for the buttons of the interface, as suggested by Apple. It works well, but the problem is that you have to touch every button of the interface once, to 'activate' it. It makes sense, as the blind people have to go through all the elements of the interface before they can use it.
However, I'm using the same interface again and again in the game, I'd like to disable voiceover if the user has already discovered the interface in that game session. (that'll probably be an option that you can enable/disable in the game settings).
Can you think of any way to do that?
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In a nutshell, my goal is to create my own program for visually looking at game controller input.
However, it appears that once the unity application is in the background, ergo, once I switch to a different window to play a game, the controller input for my unity program is no longer read.
I've seen that the user Elringus had a project called UnityRawInput to help with this, but it only works for keyboard input. I've seen a lot of different responses related to this question that mention using native libraries to "hook" to get background input, but it apparently only works for keyboards.
What information is out there such that I can hook to game controllers themselves? I cannot seem to easily search for information pertaining to game controllers (and their various axis) themselves and not keyboards.
Why not a keyboard? Because I am very interested in a game controller's triggers in the way where, when pressed slightly, it can preform "weaker" actions rather than being pressed all the way, which a keyboard cannot discern as far as I can tell.
Though, wherever the solution might be, even outside of Unity, I'd like to know. Thanks! :D
I'm working on a game for Google TV (Sony NSZ-GS7) which uses the touchpad to move things around.
AFAIK it is not possible (yet) to change or disable the pointer Arrow-bitmap programmatically, which is pretty shitty from game design perspective, is it at least possible to disable the default click-sound played by the device on every click so i can replace it with my own?
Try to disable the standard onClick noise using setSoundEffectsEnabled(false);
I realized that people have been implementing their own UIButton derivates to create radio buttons on iPhone, as this blog post shows.
This question's accepted answer states you can use Picker Views or Grouped Table views with a check mark, but it seems like a poor man's solution to me. Hence, my question: what is Apple's likely reasoning?
Are radio buttons a bad UI solution for touch interfaces?
Is it so rarely used that it's not worth cluttering IB with?
Another reason I don't quite see, maybe? I believe it's important to find this out, because if Apple thinks radio buttons suck, I'd rather not use them, and rethink my interface whenever I "believe" I should use one...
Radio buttons are a bad UI solution if they are poorly implemented. i.e. too small to reliably work with touches - which is why it's usually better to either use a toolbar or segmented control of options or a tableview of options.
Actually seeing it with a different angle, Apple has neither provided Radio buttons or even Check Box and maybe not because they think that it is a bad UI solution. But instead they've empowered the UIButton control very much that we can configure it as a Radio button or a check box or a switch or anything else with few lines of code.
A UIButton object can be configured and designed in various ways. We've seen various apps using the UIButton very creatively. I personally like the versatility of UIButton rather than Apple directly providing the radio button and Check box to drag and drop it in the interface.
Hey, I was wondering if there was an event or something that can check if my user is holding down a button? (for iphone, iOS)
The Event class is TouchEvent. You'll need to toggle the touch state in a variable if you want to keep the fact someone is pressing down after the fact (of the event).
You can use MouseEvent if you need/desire a single touch point. Though you still need the variable.
You need to set Multitouch.inputMode to MultitouchInputMode.TOUCH_POINT in order to turn on touch events on the iPhone. Unfortunately, you can only test touch/gesture events on the iPhone itself. (MouseEvent and TouchEvent are virtually identical in use: MOUSE_DOWN = TOUCH_BEGIN, MOUSE_MOVE = TOUCH_MOVE, TOUCH_END = MOUSE_UP. The main difference is that you can only have one "mouse" yet multiple touches.)
Personally, I use MouseEvent to test on the machine, with an if-then setting up TouchEvent listeners if Multitouch.supportsTouchEvents is true (which it only is on the iPhone/Android).
If the button is a Cocoa Touch UIButton, you can easily connect a number of its gesture events from Interface builder to code Xcode IBActions (where you write the appropriate methods).
How your project would connect to flash, I am not sure. Give us more details and perhaps someone can better help. ;)
UIAccessibilityIsVoiceOverRunning() tells me if VoiceOver is active, but if it were not I wish I could turn it on. Is there a way?
I do not believe there is a way to do this. Even if there was this would be a tarrible idea. I'm a blind Ipod user who uses Voiceover on a regular basis. When ever I let a sited person borrow my Ipod I have to make sure to turn Voiceover off since using Voiceover changes most jestures to have a different meaning. If you need Voiceover to be enabled for a specific reason I suggest you display a message to the user explaining why Voiceover needs to be turned on with instructions on how to do so. If the user will need to toggle Voiceover on and off frequently instructions for setting the tripple click option to activate and deactivate Voiceover would be helpful.