diff --git a/Packages/com.unity.inputsystem/InputSystem/Plugins/EnhancedTouch/Touch.cs b/Packages/com.unity.inputsystem/InputSystem/Plugins/EnhancedTouch/Touch.cs index 02e2438de8..5fbdae0c34 100644 --- a/Packages/com.unity.inputsystem/InputSystem/Plugins/EnhancedTouch/Touch.cs +++ b/Packages/com.unity.inputsystem/InputSystem/Plugins/EnhancedTouch/Touch.cs @@ -61,9 +61,11 @@ public struct Touch : IEquatable /// Whether this touch record holds valid data. /// /// + /// /// Touch data is stored in unmanaged memory as a circular input buffer. This means that when /// the buffer runs out of capacity, older touch entries will get reused. When this happens, /// existing Touch instances referring to the record become invalid. + /// /// /// This property can be used to determine whether the record held on to by the Touch /// instance is still valid. @@ -82,7 +84,9 @@ public struct Touch : IEquatable /// The finger used for the touch contact. /// /// + /// /// Note that this is only null for default-initialized instances of the struct. + /// /// /// See for how to access all active fingers. /// @@ -109,9 +113,7 @@ public struct Touch : IEquatable /// Whether the touch has begun this frame, i.e. whether is . /// /// - /// /// Use to more conveniently evaluate whether this touch is currently active or not. - /// /// public bool began => phase == TouchPhase.Began; @@ -134,8 +136,10 @@ public struct Touch : IEquatable /// Unique ID of the touch as (usually) assigned by the platform. /// /// + /// /// Each touch contact that is made with the screen receives its own unique, non-zero ID which is /// normally assigned by the underlying platform via . + /// /// /// Note a platform may reuse touch IDs after their respective touches have finished. /// This means that the guarantee of uniqueness is only made with respect to . @@ -152,8 +156,10 @@ public struct Touch : IEquatable /// Normalized pressure of the touch against the touch surface. /// /// + /// /// Not all touchscreens are pressure-sensitive. If unsupported, this property will /// always return 0. + /// /// /// In general, touch pressure is supported on mobile platforms only. /// @@ -171,8 +177,10 @@ public struct Touch : IEquatable /// Screen-space radius of the touch which define its horizontal and vertical extents. /// /// + /// /// If supported by the underlying device, this reports the size of the touch contact based on its /// center point. If not supported, this will be default(Vector2). + /// /// /// Touch radius may also be retrieved directly from the device control via . /// @@ -221,8 +229,10 @@ public struct Touch : IEquatable /// Screen-space motion delta of the touch. /// /// + /// /// Note that deltas have behaviors attached to them different from most other /// controls. See for details. + /// /// /// Also see for retrieving delta directly from a device control. /// @@ -234,10 +244,12 @@ public struct Touch : IEquatable /// /// Indicates how many taps have been performed one after the other. /// + /// /// Successive taps have to come within for them /// to increase the tap count. I.e. if a new tap finishes within that time after /// of the previous touch, the tap count is increased by one. If more than /// passes after a tap with no successive tap, the tap count is reset to zero. + /// /// /// Also see for retrieving tap count directly from a device control. ///