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
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@ -666,6 +666,120 @@ Transform:
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--- !u!114 &90706079
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--- !u!114 &90706079
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@ -1152,7 +1266,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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--- !u!114 &125821350
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--- !u!114 &125821350
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MonoBehaviour:
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@ -4599,7 +4713,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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--- !u!114 &881068519
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--- !u!114 &881068519
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MonoBehaviour:
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MonoBehaviour:
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@ -8109,7 +8223,7 @@ Transform:
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--- !u!114 &1686740784
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--- !u!114 &1686740784
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MonoBehaviour:
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MonoBehaviour:
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@ -8709,7 +8823,7 @@ Transform:
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m_Children:
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- {fileID: 1688695918}
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--- !u!114 &1746567233
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--- !u!114 &1746567233
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MonoBehaviour:
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MonoBehaviour:
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@ -9,6 +9,7 @@ public class ColliderToSerial : MonoBehaviour
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{
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{
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private Renderer cr;
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private Renderer cr;
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private int _insideColliderCount = 0;
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private int _insideColliderCount = 0;
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public static event Action touchDidChange;
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private void Start()
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private void Start()
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{
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{
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@ -19,6 +20,7 @@ public class ColliderToSerial : MonoBehaviour
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{
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{
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_insideColliderCount += 1;
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_insideColliderCount += 1;
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Serial.SetTouch(Convert.ToInt32(gameObject.name), true);
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Serial.SetTouch(Convert.ToInt32(gameObject.name), true);
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touchDidChange?.Invoke();
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cr.material.color = new Color(1f, 1f, 1f, 1f);
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cr.material.color = new Color(1f, 1f, 1f, 1f);
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}
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}
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@ -26,10 +28,12 @@ public class ColliderToSerial : MonoBehaviour
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{
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{
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_insideColliderCount -= 1;
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_insideColliderCount -= 1;
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_insideColliderCount = Mathf.Max(0, _insideColliderCount);
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_insideColliderCount = Mathf.Max(0, _insideColliderCount);
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cr.material.color = new Color(0f, 0f, 0f, 0f);
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if (_insideColliderCount == 0)
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if (_insideColliderCount == 0)
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{
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{
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Serial.SetTouch(Convert.ToInt32(gameObject.name), false);
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Serial.SetTouch(Convert.ToInt32(gameObject.name), false);
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touchDidChange?.Invoke();
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cr.material.color = new Color(0f, 0f, 0f, 0f);
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}
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}
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}
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}
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}
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}
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@ -1,9 +1,9 @@
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using UnityEngine;
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using System.IO.Ports;
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO.Ports;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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public class Serial : MonoBehaviour
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public class Serial : MonoBehaviour
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{
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{
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@ -42,6 +42,10 @@ public class Serial : MonoBehaviour
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SetSettingData_201();
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SetSettingData_201();
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SetSettingData_162();
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SetSettingData_162();
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SetSettingData_148();
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SetSettingData_148();
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//Send touch update periodically to keep "read" alive
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InvokeRepeating("SendTouchState", 0, 1);
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//Send touch updates whenever actual state changes to achieve desired update frequency without overloading
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ColliderToSerial.touchDidChange += SendTouchState;
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}
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}
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void Update()
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void Update()
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@ -50,14 +54,23 @@ public class Serial : MonoBehaviour
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ReadHead(ComL, 0);
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ReadHead(ComL, 0);
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if (ComR.IsOpen)
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if (ComR.IsOpen)
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ReadHead(ComR, 1);
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ReadHead(ComR, 1);
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if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
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// if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
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StartCoroutine(TouchTest(true));
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// StartCoroutine(TouchTest(true));
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if (Input.GetKeyDown(KeyCode.M) && StartUp)
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SendTouchState();
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}
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}
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private void FixedUpdate() {
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private void SendTouchState()
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SendTouch(ComL, TouchPackL);
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{
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Debug.Log("Sending Touch State");
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Debug.Log("Sending Left");
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SendTouch(ComL, TouchPackL);
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Debug.Log("Sending Right");
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SendTouch(ComR, TouchPackR);
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SendTouch(ComR, TouchPackR);
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}
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}
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private void FixedUpdate() {
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//SendTouchState();
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}
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IEnumerator TouchTest(bool State) //this is a touch test code
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IEnumerator TouchTest(bool State) //this is a touch test code
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{
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{
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@ -181,7 +194,13 @@ public class Serial : MonoBehaviour
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void SendTouch(SerialPort Serial, byte[] Pack) //Send touch data
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void SendTouch(SerialPort Serial, byte[] Pack) //Send touch data
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{
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{
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if (StartUp)
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if (StartUp)
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Serial.Write(GetTouchPack(Pack), 0, 36);
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{
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// Debug.Log($"Pack {string.Join(" ", Pack)}");
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var output = GetTouchPack(Pack);
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// Debug.Log($"Output {string.Join(" ", output)}");
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Serial.Write(output, 0, 36);
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}
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}
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}
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public static void SetTouch(int Area, bool State) //set touch data 0-239
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public static void SetTouch(int Area, bool State) //set touch data 0-239
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{
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{
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