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Gestures are invisible layers that indicate where on the screen the user is expected to perform a specific type of interaction, such as tapping, swiping, and so on.
Typically, most user interactions in a demo are immediately followed by a transition to another scene and/or an action, showing the results of the interaction. This means that all gestures must include at least one transition or action. See also What You Need to Know below.
Tip: For certain actions, you may use Buttons instead. These are six special kinds of tap gestures with predefined functionality—Go to Scene, App Store, Replay, Close, Open URL, and Android Share Button—which you can drag from the Elements panel to the canvas and define their properties accordingly.
By itself, a gesture bounding box serves only as a gesture recognition area. You need to specify the type of gesture in the Properties panel of the selected element by clicking Add Gesture to Area and making the desired selection. For details, see Add Gestures.
By default, in Canvas View, a gesture appears as a dark, semi-transparent bounding box with a blue border. The box defines the area on the screen where you want to require the user to perform a gesture to activate an action in the current scene.
In Path View, a gesture is shown as a smaller version of the scene to which you added it, with the type of gesture displayed at the top and the gesture area indicated in semi-transparent green.
|Canvas View||Path View|
In the Layers panel, gestures appear with the names you assigned to each of them in their properties. By default, gestures appear in the order in which you added them to the selected scene. To change the order, select the Show All checkbox and drag the gestures up or down the list as needed. For more details, see Elements and Layers.
Here’s what you need to keep in mind when working with Gesture elements:
- You can add multiple types of gestures to the same Gesture element. For example, in matching games the user may need to swipe in different directions.
- Since gestures are interactive elements, their order among other layers matters. A gesture must be the frontmost layer on the screen for the user to be able to interact with it. This means, it must be at the bottom of the list in the Layers panel. If you stack multiple gestures, the ones under the frontmost layer won’t work. See also Layer Order.
- For each gesture type, you can add and define either or both of the following:
- One or more transitions from the scene in which the user performs the gesture to the one that shows the result of the interaction.
- One or more actions to be executed when the user performs the interaction, for example, to show or hide an element or set a trigger.
For details on the available settings, see Gesture actions and transitions.
- You can reuse gestures in other scenes by making them visible in the Layers panel of the selected scene. See also Reuse Existing Layers.
- Typically, if you associate a trigger with a gesture, you don’t need to specify any transitions in the gesture Properties and use the trigger to define the logic. For more details, see Triggers. See also Advanced Transitions.
- All actions and transitions that you add to a gesture are executed as soon as the user performs the interaction.