Trying it out. Report.
In the "Project manager", tab "Project Asset Library", available "GodotTouchInputManager-Demo" v1.0.3 — it works without problems, both in landscape and portrait orientation. :+1:
"GodotTouchInputManager-Demo" v2.0.0-beta after starting the scene, when touching the screen gives errors
Invalid get index '0' (on base: 'Dictionary').
in:
0 - res://GDTIM-v2_0_0-beta/CustomInputEvents/InputEventSingleScreenTouch.gd:11 - at function: _init
1 - res://GDTIM-v2_0_0-beta/InputManager.gd:153 - at function: _handle_screen_touch
2 - res://GDTIM-v2_0_0-beta/InputManager.gd:22 - at function: _unhandled_input
"GestureControlledCamera2D Demo" gives errors in the terminal when loading the project:
Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2
OpenGL ES Batching: ON
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
at: ~List (./core/self_list.h:108)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object.cpp:2064)
ERROR: Resources still in use at exit (run with --verbose for details).
at: clear (core/resource.cpp:417)
Editing project: E:/Gotot_demo/GestureControlledCamera2D (E::Gotot_demo::GestureControlledCamera2D)
Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2
OpenGL ES Batching: ON
ERROR: Cannot go into subdir 'GDTIM-v2_0_0-beta '.
at: _scan_new_dir (editor/editor_file_system.cpp:720)
Running: D:/Godot/Godot_v3.4.4-stable_win64.exe/Godot_v3.4.4-stable_win64.exe --path E:/Gotot_demo/GestureControlledCamera2D --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 15816 --position 1408,780
Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2
OpenGL ES Batching: ON
ERROR: Cannot go into subdir 'GDTIM-v2_0_0-beta '.
at: _scan_new_dir (editor/editor_file_system.cpp:720)
ERROR: Error opening file 'res://GDTIM-v2_0_0-beta /Sprite.jpg'.
at: load_image (core/io/image_loader.cpp:55)
ERROR: Error importing 'res://GDTIM-v2_0_0-beta /Sprite.jpg'.
at: _reimport_file (editor/editor_file_system.cpp:1759)
ERROR: Condition "err" is true. Returned: err
at: load_source_code (modules/gdscript/gdscript.cpp:787)
ERROR: Cannot load source code from file 'res://GDTIM-v2_0_0-beta /GCC2D.gd'.
at: (modules/gdscript/gdscript.cpp:2184)
ERROR: Failed loading resource: res://GDTIM-v2_0_0-beta /GCC2D.gd. Make sure resources have been imported by opening the project in the editor at least once.
at: (core/io/resource_loader.cpp:270)
An error is thrown up when trying to run a scene:
Parser Error: The identifier "RawGesture" isn't a valid type (not a script or class), or couldn't be found on base "self".
in:
res://GDTIM-v2_0_0-beta /InputManager.gd:270 - at function:
(that's right).
Tested on ConceptD 7 Ezel (CC715-72G-71LL). Sorry for the link in Russian, I could not find the description of this model in English.
CPU: Intel Core i7-11800H;
GPU: NVIDIA GeForce RTX 3080 (8 Гбайт GDDR6);
RAM: 64Gb DDR4;
SSD: 2Tb;
Display: 15,6'', 3840 × 2160, IPS, TouchPad (Multi-touch Gesture)/Stylus (Wacom).
Windows 11 Pro