1
0
mirror of synced 2024-11-14 10:07:40 +01:00

Improve Touch Delay

Reduce Touch Overhead by only sending input state once a second to keep the game reading alive, on top of whenever a change in the state happens. Also add a small cube to the scene to use for debugging touch in editor when needed
This commit is contained in:
Kylemc1413 2022-05-24 19:29:59 -04:00
parent 8b3c03af3d
commit 9c0f3dd989
3 changed files with 149 additions and 12 deletions

View File

@ -666,6 +666,120 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &88826006
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 88826011}
- component: {fileID: 88826010}
- component: {fileID: 88826009}
- component: {fileID: 88826008}
- component: {fileID: 88826007}
m_Layer: 0
m_Name: TouchTester
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!54 &88826007
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 88826006}
serializedVersion: 2
m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_UseGravity: 0
m_IsKinematic: 1
m_Interpolate: 0
m_Constraints: 0
m_CollisionDetection: 0
--- !u!65 &88826008
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 88826006}
m_Material: {fileID: 0}
m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!23 &88826009
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 88826006}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &88826010
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 88826006}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &88826011
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 88826006}
m_LocalRotation: {x: -0, y: 1, z: -0, w: 0}
m_LocalPosition: {x: 0.0421, y: 1.0341, z: -0.055}
m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &90706079
@ -1152,7 +1266,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 9
m_RootOrder: 10
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &125821350
MonoBehaviour:
@ -4599,7 +4713,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 6
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &881068519
MonoBehaviour:
@ -8109,7 +8223,7 @@ Transform:
- {fileID: 113329740}
- {fileID: 655176480}
m_Father: {fileID: 0}
m_RootOrder: 8
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1686740784
MonoBehaviour:
@ -8709,7 +8823,7 @@ Transform:
m_Children:
- {fileID: 1688695918}
m_Father: {fileID: 0}
m_RootOrder: 7
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 6.924, y: 15.724, z: 0}
--- !u!114 &1746567233
MonoBehaviour:

View File

@ -9,6 +9,7 @@ public class ColliderToSerial : MonoBehaviour
{
private Renderer cr;
private int _insideColliderCount = 0;
public static event Action touchDidChange;
private void Start()
{
@ -19,6 +20,7 @@ public class ColliderToSerial : MonoBehaviour
{
_insideColliderCount += 1;
Serial.SetTouch(Convert.ToInt32(gameObject.name), true);
touchDidChange?.Invoke();
cr.material.color = new Color(1f, 1f, 1f, 1f);
}
@ -26,10 +28,12 @@ public class ColliderToSerial : MonoBehaviour
{
_insideColliderCount -= 1;
_insideColliderCount = Mathf.Max(0, _insideColliderCount);
cr.material.color = new Color(0f, 0f, 0f, 0f);
if (_insideColliderCount == 0)
{
Serial.SetTouch(Convert.ToInt32(gameObject.name), false);
touchDidChange?.Invoke();
cr.material.color = new Color(0f, 0f, 0f, 0f);
}
}
}

View File

@ -1,9 +1,9 @@
using UnityEngine;
using System.IO.Ports;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using System.Linq;
using UnityEngine;
public class Serial : MonoBehaviour
{
@ -42,6 +42,10 @@ public class Serial : MonoBehaviour
SetSettingData_201();
SetSettingData_162();
SetSettingData_148();
//Send touch update periodically to keep "read" alive
InvokeRepeating("SendTouchState", 0, 1);
//Send touch updates whenever actual state changes to achieve desired update frequency without overloading
ColliderToSerial.touchDidChange += SendTouchState;
}
void Update()
@ -50,14 +54,23 @@ public class Serial : MonoBehaviour
ReadHead(ComL, 0);
if (ComR.IsOpen)
ReadHead(ComR, 1);
if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
StartCoroutine(TouchTest(true));
// if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
// StartCoroutine(TouchTest(true));
if (Input.GetKeyDown(KeyCode.M) && StartUp)
SendTouchState();
}
private void FixedUpdate() {
SendTouch(ComL, TouchPackL);
private void SendTouchState()
{
Debug.Log("Sending Touch State");
Debug.Log("Sending Left");
SendTouch(ComL, TouchPackL);
Debug.Log("Sending Right");
SendTouch(ComR, TouchPackR);
}
private void FixedUpdate() {
//SendTouchState();
}
IEnumerator TouchTest(bool State) //this is a touch test code
{
@ -181,7 +194,13 @@ public class Serial : MonoBehaviour
void SendTouch(SerialPort Serial, byte[] Pack) //Send touch data
{
if (StartUp)
Serial.Write(GetTouchPack(Pack), 0, 36);
{
// Debug.Log($"Pack {string.Join(" ", Pack)}");
var output = GetTouchPack(Pack);
// Debug.Log($"Output {string.Join(" ", output)}");
Serial.Write(output, 0, 36);
}
}
public static void SetTouch(int Area, bool State) //set touch data 0-239
{