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You should not use GetKeyDown inside the OnTriggerStay. It should only be called from the Update method. Therefore, you need to implement OnTriggerEnter and OnTriggerExit to check whether the condition is satisfied or not by holding a flag something like 'triggered'. Inside the Update method of Switch1 and Switch2, you need to check the flag; if it is true, ...


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a Bitmap itself cannot be clickable on Android. You have to draw each Bitmap to an ImageView or an ImageButton, and listen to that view's touch events.


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If i correctly understood you, then I believe, you can add a click listener to a bitmap just like to a jpg image or other format. In my example the image_star is a png file. ImageView img = (ImageView) findViewById(R.id.imageView1); img.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { ...


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To quote @Haider on his solution in comments: I got the solution. If you attach the surface sprite to the listener BEFORE attaching listener to the top sprites it doesn't work. I changed the code to attach listener to the top sprites FIRST and later to the surface sprite, things started to work fine. So this sounds like a order of execution ...


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I spent a day refactoring and trying the approach listed as Potentially Viable above, and it worked! Basically, it functions like this: I made a Class named Stance, which defines an angle for all of the joints. The class also has a Vector2 coordinate, corresponding to a position on the joystick. A class named StanceMap keeps track of all of the stances ...


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I've never seen physical fatigue be an issue for tablets (unlike the Wii and especially Kinect). I think many other considerations will kick in much sooner than physical fatigue, including attention span (which for mobile players seems to be way shorter than console), battery life (games tend to burn through the battery very quickly) and even how hot the ...


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The only thing remotely similar to what you ask that I have found is the paper Examining User Preferences in Interacting with Touchscreen Devices (which, sadly, seems to be offline). Personally I am surprised for the lack of research on the topic, which seems quite important for this big industry. Beyond that, my anecdotal evidence from personal experience: ...


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Yes this is a real consideration (or rather something similar along these lines) but no I'm not aware of any specific resources that provide guidelines. Do players become fatigued faster I've never thought about mobile UI in terms of fatigue. Now that I am, this is possibly true, but fatigue is far from the most important UI problem. or are unable ...


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int limit = 0.333; is the same as int limit = 0; because int has no decimal places. So you ether work in fixed point where the number is divided by a fixed amount, or floating point. so for example if doing fixed point hundredths, you would use, const int FIXED = 100; unsigned long Timer::getElapsed() { if (! running) { start = ...



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