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3

The web player uses a browser plugin to do its work. That means there is X amount of functionality that is already downloaded by the user before they ever download your game (tens of megabytes). On android, the game is a standalone application so has to include all the functionality needed inside of itself.


2

The GestureListener is something that should be passed to a detector, and the detector (which is an InputListener) will read touch events and amalgamate them into higher order events such as pan, fling or long press. So I would expect your code to have something like this somewhere; Gdx.input.setInputProcessor(new GestureDetector(new FlingHandler())); ...


2

You have to return true from touchDown. Documentation says: The GestureListener can signal whether it consumed the event or wants it to be passed on to the next InputProcessor by returning either true or false respectively from its methods. So, if you return false from touchDown, that is the first even raised in all cases, it stops event handling. If ...


1

Oh yeah, the unity remote app can be a pain in the ass. It seems like you set up everything correctly. To see if everything works fine just try to build and run the app for your phone... if it can be built and pushed to your phone everything should be alright. If you can push the app through unity on your phone I hopefully have a solution for you, which ...


1

//At the apex of the jump, Ruben's velocity.y is ~0 if (Math.abs(ruben.velocity.y) < 1) //If Ruben's velocity.y gets close to 0... { ruben.velocity.y = 0; //stop him Ruben.setState(Ruben.RUBEN_STATE_IDLE); } //velocity.y = +1 //jumping //velocity.y = 0 //no more jump left; begin falling (except the if activates) //velocity.y = -1 //falling Edit - ...


1

In Bob's update method you do nothing with his velocity. He has no way of actually moving, with the code you have shown. You should do something along the lines of this before you reset the bounds: position.add(velocity.x * deltaTime, velocity.y * deltaTime);


1

Here we are just one script, assign it to the cube TargetSlideControl.cs using UnityEngine; using System.Collections; public class TargetSlideControl : MonoBehaviour { public int SPEED = 1; public Transform leftTrigger; public Transform rightTrigger; // Use this for initialization void Start () { } // Update is called once per frame void Update () { ...


1

This may help a bit. As for knowing how to do what you exactly want to do, I would need hours of trial and error as I am also a bit of a beginner. public void create() { gestureDetector = new GestureDetector(HALF_TAP_SQUARE_SIZE, TAP_COUNT_INTERVAL, LONG_PRESS_DURATION, MAX_FLING_DELAY, new GestureHandler()); ...



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