tag:github.com,2008:https://github.com/TouchScript/TouchScript/releasesRelease notes from TouchScript2017-07-30T11:49:25Ztag:github.com,2008:Repository/5444285/9.02017-07-30T12:52:16ZTouchScript 9.0<p>This release has a lot of changed APIs, so upgrading from a previous version might be hard.</p>
<p><em>Minimum supported Unity version: 5.6.0</em></p>
<h1>CHANGES</h1>
<ul>
<li>Added: Settings window (Window > TouchScript > Settings) with links to docs and script defines.</li>
<li>Added: Proper Unity UI support, see Photos example.</li>
<li>Added: Unity Events support.</li>
<li>Added: StandardLayer which replaces UI, 3D and 2D layers.</li>
<li>Added: Scroll wheel support.</li>
<li>Added: Pressure and Rotation properties for pen and touch pointers.</li>
<li>Added: Basic and Advanced views to most components. Basic view only shows most important parameters.</li>
<li>Added: A possibility to set transforms to exclusively receive input with LayerManager.SetExclusive() API.</li>
<li>Added: OverHelper component for handling hover/out events.</li>
<li>Added: Ability turn off emulated mouse in mouse input.</li>
<li>Added: Smoothing to Transformer.</li>
<li>Added: New editor interface for components.</li>
<li>Added: Pointer.Buttons to be able to detect which buttons of the controller are pressed and released.</li>
<li>Added: Pointer.GetOverData() which returns TouchHit for whatever is under the pointer.</li>
<li>Added: Pointer.Flags (right now FLAG_ARTIFICIAL, FLAG_RETURNED and FLAG_INTERNAL are implemented).</li>
<li>Added: Exit on ESC and automated adding scenes to Build Settings for examples.</li>
<li>Added: EditorResources to handle editor-only images.</li>
<li>Added: Different pointer types support to Cursor Manager (was Pointer Visualizer), cursor gradients are now customizable.</li>
<li>Added: Debug mode to record pointers in editor and player.</li>
<li>Added: Profiler markers throughout the code base.</li>
<li>Added: Recognized gestures can now be cancelled.</li>
<li>Added: Icons to scripts.</li>
<li>Changed: Windows 7/8/10 touch handling is moved to a C++ plugin, fixing crashes on quit.</li>
<li>Changed: Mouse fake pointer is now created right when ALT+PRESS happens and not the next frame after ALT+RELEASE. The former method was triggering unnecessary taps and was interfering with other gestures.</li>
<li>Changed: By default StandardLayer now raycasts everything.</li>
<li>Changed: Moved TouchScript.prefab and Cursors.prefab into Prefabs folder from Examples folder.</li>
<li>Removed: UIGesture, UICameraLayer, UIOverlayLayer, CameraLayer, CameraLayer2D. Use StandardLayer instead.</li>
<li>Removed: MouseInput and MobileInput, use StandardInput instead.</li>
<li>Removed: Tags.</li>
<li>Removed: WebPlayer from the code base.</li>
</ul>
<h1>FIXES</h1>
<ul>
<li>Fixed: Layer list on TouchManager not updating in play mode.</li>
<li>Fixed: Using nonalloc API for CameraLayer and CameraLayer2D functionality in StandardInput.</li>
<li>Fixed: Defines for 5.4+.</li>
<li>Fixed: All pointers now are reset even if no pointers were updated.</li>
<li>Fixed: TouchScriptInputModule and EventSystem initialization order.</li>
<li>Fixed: Windows input not initializing if Unity window was in background while starting the app.</li>
<li>Fixed: Dependency on VC++ redistributable in Windows builds.</li>
<li>Fixed: Dependency on GetPointerInfo Windows 8 API in WindowsTouch.dll.</li>
<li>Fixed: Windows 8 pen interaction.</li>
<li>Fixed: Windows issue with wrong input values when resolution changes.</li>
<li>Fixed: Occasional frozen touches on Windows.</li>
<li>Fixed: An issue with multi-finger gestures failing.</li>
<li>Fixed: Visualization of multiple fingers.</li>
<li>Fixed: TapGesture erroneously triggering because of a redispatched touch from 2+ point gestures.</li>
<li>Fixed: Layer initialization order. Giving one more frame before we create a StandardLayer if no layers present.</li>
<li>Fixed: Warnings and errors in in 5.5, 5.6 and 2017.1.</li>
<li>Fixed: Issues with simultaneous usage of mouse and touch for Windows 7 / Unity touch inputs.</li>
<li>Fixed: Interaction with UI Masks.</li>
<li>Fixed: Mouse scroll value not resetting when no scroll occurs.</li>
<li>Fixed: Delta values in Transform Gestures not resetting after Changed event.</li>
<li>Fixed: Standard Layer ticking UI when UI recognition is disabled.</li>
<li>Fixed: Issues with Time.timeScale = 0.</li>
<li>Fixed: Gesture dispatch performance in transforms hierarchy (it's much faster now, yey!).</li>
<li>Fixed: DPI calculations.</li>
<li>Fixed: Issues with debug cursors in builds.</li>
<li>Fixed: A rare null pointer exception in LongPressGesture.</li>
<li>Fixed: Transformer not working with other components modifying object's TRS.</li>
<li>Fixed: UI events processing — updates are no longer processed if not over a UI element, or not pressed a UI element.</li>
</ul>
<h1>IMPORTANT API CHANGES:</h1>
<ul>
<li>Renamed: <em>touch</em> to <em>pointer</em> in the whole code base.</li>
<li>Added: 4 types of pointers: Touch, Mouse, Pen, Object.</li>
<li>Added: Idle state to gestures which is active until gesture started recognizing the sequence (at this point it goes to Possible).</li>
<li>Changed: Now instead of Began, Moved, Ended, Cancelled pointer events there are Added, Pressed, Updated, Released, Removed and Cancelled events to work with hovering pointers like mouse.</li>
<li>Removed: ITouchManager.GetHitTarget API. This functionality is replaced by IPointer.GetOverData, PointerUtils.IsPointerOnTarget.</li>
</ul>
<h1>API CHANGES</h1>
<ul>
<li>Added: IPointer interface. LayerDelegate, TouchLayer, HitTest accept IPointer instead of Pointer.</li>
<li>Added: PressedPointers and PressedPointersCount since (Active)Pointers now contain hovering pointers and need to be differentiated from pressed pointers.</li>
<li>Added: Pools to mouse and pen handlers since when cancelled and returned touches must be different. I.e mouse has a pool of 1 object.</li>
<li>Added: Pointer.CopyFrom.</li>
<li>Added: Pointers are now created with a reference to the input source they belong to.</li>
<li>Added: ITransformGesture.TransformMask with set flags for what actually changed.</li>
<li>Added: TouchScriptInputModule.IsPointerOverGameObject implementation.</li>
<li>Changed: MouseHandler, TouchHandler, Win*TouchHandler now have CoordinatesRemapper property and do remapping themselves via the remapper passed from StandardInput.</li>
<li>Changed: All *PointerDelegate to PointerDelegate: addPointer, updatePointer and others now accept just a Pointer object. All input sources must update relevant touch parameters themselves before calling updatePointer.</li>
<li>Changed: Touch/Mouse/Windows handlers are now IInputSource and manage their pointers themselves.</li>
<li>Changed: ObjectPool now requires a function which creates elements.</li>
<li>Changed: Transform gestures namespace and hierarchy.</li>
<li>Changed: Transformer.smoothingFactor max to 100000.</li>
<li>Changed: Gesture.ScreenPosition now returns activePointers[0].Position.</li>
<li>Moved: Layer registration logic to LayerManager.</li>
<li>Moved: CombineTouches functionality from Gesture to TapGesture since it is the only place it is used.</li>
<li>Moved: Pointer class to Pointers namespace.</li>
<li>Moved: Pointer Target, Hit, Layer to TouchHit structure obtainable through GetPressData().</li>
<li>Moved: Pointer cache logic to inputs.</li>
<li>Merged: ObjectHitResult and LayerHitResult into HitResult.</li>
<li>Renamed: ActivePointers to Pointers, NumberOfPointers to PointersCount.</li>
<li>Renamed: TouchHit.Transform to Target.</li>
<li>Renamed: Gesture.ScreenPositionHitData to GetScreenPositionHitData().</li>
<li>Renamed: TouchHit.PointerHitType to HitType.</li>
<li>Renamed: TouchHit to HitData.</li>
<li>Renamed: Gesture.ScreenPosition to ScreenPositionHit.</li>
<li>Renamed: Clusters to Clusters2D.</li>
<li>Renamed: TouchScript.Debug namespace to TouchScript.DebugUtils.</li>
<li>Removed: Gesture.GetTargetHitResult, added Gesture.ScreenPositionHit property.</li>
<li>Removed: HitResult.Error.</li>
<li>Removed: One overload of ITouchManager.GetHitTarget.</li>
<li>Removed: ITransformGesture.ApplyTransform, Transformer component now applies changes itself.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/9.0alpha32017-04-28T15:56:23ZTouchScript 9.0 ALPHA 3<p>This is a preview release of upcoming changes.<br>
This release has a lot of changed APIs, so upgrading from a previous version might be hard.<br>
Please check 9.0 ALPHA 1 release notes.</p>
<p><em>Minimum supported Unity version: 5.3.6</em></p>
<h1>CHANGES</h1>
<ul>
<li>Added: TouchScriptInputModule.IsPointerOverGameObject implementation.</li>
</ul>
<h1>FIXES</h1>
<ul>
<li>Fixed: warnings in 5.5.</li>
<li>Fixed: a dependency on GetPointerInfo Windows 8 API in WindowsTouch.dll.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/8.32017-04-25T23:11:59ZTouchScript 8.3<p><strong>Minimum Unity version: 5.1</strong></p>
<ul>
<li>Fixed: warnings in 5.6</li>
</ul>valyardtag:github.com,2008:Repository/5444285/9.0alpha22016-12-08T21:54:58ZTouchScript 9.0 ALPHA 2<p>This is a preview release of upcoming changes.<br>
This release has a lot of changed APIs, so upgrading from a previous version might be hard.<br>
Please check 9.0 ALPHA 1 release notes.</p>
<p><em>Minimum supported Unity version: 5.3.6</em></p>
<h1>CHANGES</h1>
<ul>
<li>Added: Settings window with links to docs and define checkboxes.</li>
<li>Added: EditorResources to handle editor-only images.</li>
<li>Added: Unity Events support.</li>
<li>Added: New editor interface for components.</li>
<li>Changed: Mouse fake pointer is now created right when ALT+PRESS happens and not the next frame after ALT+RELEASE. The former method was triggering unnecessary taps and was interfering with other gestures.</li>
<li>Changed: By default StandardLayer now raycasts everything.</li>
<li>Changed: Transformer.smoothingFactor max to 100000.</li>
<li>Removed: WebPlayer from the code base.</li>
</ul>
<h1>FIXES</h1>
<ul>
<li>Fixed: the dependency on VC++ redistributable in Windows builds.</li>
<li>Fixed: An issue with multi-finger gestures failing.</li>
<li>Fixed: Visualization of multiple fingers.</li>
<li>Fixed: TapGesture erroneously triggering because of a redispatched touch from 2+ point gestures.</li>
<li>Fixed: layer initialization order. Giving one more frame before we create a StandardLayer if no layers present.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/9.0alpha12016-11-03T02:06:51ZTouchScript 9.0 ALPHA 1<p>This is a preview release of upcoming changes.<br>
This release has a lot of changed APIs, so upgrading from a previous version might be hard.</p>
<p><em>Minimum supported Unity version: 5.3.6</em></p>
<h1>CHANGES</h1>
<ul>
<li>Added: StandardLayer which replaces UI, 3D and 2D layers.</li>
<li>Added: Proper Unity UI support, see Photos example.</li>
<li>Added: Scroll wheel support.</li>
<li>Added: Pointer.Buttons to be able to detect which buttons of the controller are pressed and released.</li>
<li>Added: Pointer.GetOverData() which returns TouchHit for whatever is under the pointer.</li>
<li>Added: Pointer.Flags (right now FLAG_ARTIFICIAL and FLAG_RETURNED are implemented).</li>
<li>Added: OverHelper component for handling hover/out events.</li>
<li>Added: You can now turn off emulated mouse in mouse input.</li>
<li>Added: Smoothing to Transformer.</li>
<li>Added: Exit on ESC and automated adding scenes to Build Settings for examples.</li>
<li>Changed: Windows 7/8/10 touch handling is moved to a C++ plugin, fixing crashes on quit.</li>
<li>Removed: UIGesture, UICameraLayer, UIOverlayLayer, CameraLayer, CameraLayer2D. Use StandardLayer instead.</li>
<li>Removed: MouseInput and MobileInput, use StandardInput instead.</li>
<li>Removed: Tags.</li>
</ul>
<h1>FIXES</h1>
<ul>
<li>Fixed: Layer list on TouchManager not updating in play mode.</li>
<li>Fixed: Using nonalloc API for CameraLayer and CameraLayer2D functionality in StandardInput.</li>
<li>Fixed: Defines for 5.4+.</li>
<li>Fixed: All pointers now are reset even if no points were updated.</li>
<li>Fixed: TouchScriptInputModule and EventSystem initialization order.</li>
<li>Fixed: Windows input not initializing if Unity window was in background while starting the app.</li>
</ul>
<h1>IMPORTANT API CHANGES:</h1>
<ul>
<li>Renamed: <em>touch</em> to <em>pointer</em> in the whole code base.</li>
<li>Added: 4 types of pointers: Touch, Mouse, Pen, Object.</li>
<li>Added: Idle state to gestures which is active until gesture started recognizing the sequence (at this point it goes to Possible).</li>
<li>Changed: Now instead of Began, Moved, Ended, Cancelled pointer events there are Added, Pressed, Updated, Released, Removed and Cancelled events to work with hovering pointers like mouse.</li>
<li>Removed: ITouchManager.GetHitTarget API. This functionality is replaced by IPointer.GetOverData, PointerUtils.IsPointerOnTarget.</li>
</ul>
<h1>API CHANGES</h1>
<ul>
<li>Added: IPointer interface. LayerDelegate, TouchLayer, HitTest accept IPointer instead of Pointer.</li>
<li>Added: PressedPointers and PressedPointersCount since (Active)Pointers now contain hovering pointers and need to be differentiated from pressed pointers.</li>
<li>Added: Pools to mouse and pen handlers since when cancelled and returned touches must be different. I.e mouse has a pool of 1 object.</li>
<li>Added: Pointer.CopyFrom.</li>
<li>Added: Pointers are now created with a reference to the input source they belong to.</li>
<li>Added: ITransformGesture.TransformMask with set flags for what actually changed.</li>
<li>Changed: MouseHandler, TouchHandler, Win*TouchHandler now have CoordinatesRemapper property and do remapping themselves via the remapper passed from StandardInput.</li>
<li>Changed: All *PointerDelegate to PointerDelegate: addPointer, updatePointer and others now accept just a Pointer object. All input sources must update relevant touch parameters themselves before calling updatePointer.</li>
<li>Changed: Touch/Mouse/Windows handlers are now IInputSource and manage their pointers themselves.</li>
<li>Changed: ObjectPool now requires a function which creates elements.</li>
<li>Changed: Transform gestures namespace and hierarchy.</li>
<li>Moved: Pointer class to Pointers namespace.</li>
<li>Moved: Pointer Target, Hit, Layer to TouchHit structure obtainable through GetPressData().</li>
<li>Moved: Pointer cache logic to inputs.</li>
<li>Merged: ObjectHitResult and LayerHitResult into HitResult.</li>
<li>Renamed: ActivePointers to Pointers, NumberOfPointers to PointersCount.</li>
<li>Renamed: TouchHit.Transform to Target.</li>
<li>Renamed: Gesture.ScreenPositionHitData to GetScreenPositionHitData().</li>
<li>Renamed: TouchHit.PointerHitType to HitType.</li>
<li>Renamed: TouchHit to HitData.</li>
<li>Renamed: Gesture.ScreenPosition to ScreenPositionHit.</li>
<li>Renamed: Clusters to Clusters2D.</li>
<li>Renamed: TouchScript.Debug namespace to TouchScript.DebugUtils.</li>
<li>Removed: Gesture.GetTargetHitResult, added Gesture.ScreenPositionHit property.</li>
<li>Removed: HitResult.Error.</li>
<li>Removed: One overload of ITouchManager.GetHitTarget.</li>
<li>Removed: ITransformGesture.ApplyTransform, Transformer component now applies changes itself.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/8.22016-08-06T03:40:40ZTouchScript 8.2<p><strong>Minimum Unity version: 5.1.</strong></p>
<ul>
<li>Fixed: Unity 5.4 API changes.</li>
<li>Fixed: Incorrect sorting order of hit objects in CameraLayer2D.</li>
<li>Fixed: Min/Max touches in Gesture editor.</li>
<li>Fixed: Touch visualizer not resetting properly if ShowTouchID and ShowTags are checked off.</li>
<li>Added: LayerMask to UILayer.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/8.12016-02-24T19:34:13ZTouchScript 8.1<p><strong>Minimum Unity version: 5.1.</strong></p>
<ul>
<li>Fixed: A typo in Transform gestures internally accessing ActiveTouches property instead of activeTouches.</li>
<li>Fixed: Shader error in 5.3.</li>
<li>Fixed: Manually cancelled touches being readded.</li>
<li>Added: Protected members to docs, removed descriptions of inherited Unity methods.</li>
<li>Added: SceneManager instead of Application API in 5.3.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/8.02016-01-25T20:19:28ZTouchScript 8.0<p><strong>Minimum Unity version 5.1.</strong><br>
This update fixes a couple of issues introduced with TouchScript 7.0. Please upgrade. Some scripts change might be required.</p>
<ul>
<li>Reverted: Added back lists from TouchScript 6.x to touch event handlers because this change resulted in unpredictable order when gestures are recognizing (issue <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="127128497" data-permission-text="Title is private" data-url="https://github.com/TouchScript/TouchScript/issues/203" data-hovercard-type="issue" data-hovercard-url="/TouchScript/TouchScript/issues/203/hovercard" href="https://github.com/TouchScript/TouchScript/issues/203">#203</a>).</li>
<li>Changed: Taps scene doesn't use main camera anymore for it to be easier copy-pastable (issue <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="128139216" data-permission-text="Title is private" data-url="https://github.com/TouchScript/TouchScript/issues/205" data-hovercard-type="issue" data-hovercard-url="/TouchScript/TouchScript/issues/205/hovercard" href="https://github.com/TouchScript/TouchScript/issues/205">#205</a>).</li>
<li>Fixed: Layer ordering issues.</li>
<li>Updated: Build scripts.</li>
<li>Removed: Playmaker support.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/7.12016-01-18T23:59:38ZTouchScript 7.1<p><strong>Minimum Unity version 5.1.</strong></p>
<ul>
<li>Added: Touch layers now can be turned off individually, they are not removed from TouchManager when disabled not to lose ordering.</li>
<li>Fixed: Gestures are properly reset when manually disabled (issue <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="125366095" data-permission-text="Title is private" data-url="https://github.com/TouchScript/TouchScript/issues/199" data-hovercard-type="issue" data-hovercard-url="/TouchScript/TouchScript/issues/199/hovercard" href="https://github.com/TouchScript/TouchScript/issues/199">#199</a>). When disabled instead of changing state to Failed gestures now change state to Cancelled.</li>
<li>Fixed: TUIOInput and TUIO libraries are now compiled only in editor, standalone, ios and android to prevent issues with other platforms.</li>
<li>Fixed: Layer ordering in TouchManager properties.</li>
<li>Fixed: Merged Windows touch crash fix from <a class="commit-link" data-hovercard-type="commit" data-hovercard-url="https://github.com/TouchScript/TouchScript/commit/0cc4f070fde2d148e51dca3ee9a1dcc041c740fa/hovercard" href="https://github.com/TouchScript/TouchScript/commit/0cc4f070fde2d148e51dca3ee9a1dcc041c740fa"><tt>0cc4f07</tt></a> (issue <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="125477959" data-permission-text="Title is private" data-url="https://github.com/TouchScript/TouchScript/issues/200" data-hovercard-type="issue" data-hovercard-url="/TouchScript/TouchScript/issues/200/hovercard" href="https://github.com/TouchScript/TouchScript/issues/200">#200</a>).</li>
<li>Fixed: Warnings in examples.</li>
<li>Changed: Docs template and built-in docs links.</li>
</ul>valyardtag:github.com,2008:Repository/5444285/7.02016-01-26T05:24:41ZTouchScript 7.0<p><strong>Minimum Unity version 5.1.<br>
7.0 is a significant change, your existing projects will break.<br>
Please read upgrade guide at <a href="https://github.com/TouchScript/TouchScript/wiki/Upgrading">https://github.com/TouchScript/TouchScript/wiki/Upgrading</a>.</strong></p>
<ul>
<li>The library is now distributed in source code instead of DLLs.</li>
<li>Added: UILayer which allows gestures to work on UI elements without any colliders.</li>
<li>Added: UIGesture to route enter/exit/down/up/click events from TouchScript to UI elements (otherwise buttons and other interactive elements won't react on touch events).</li>
<li>Added: StandardInput which handles mouse, mobile touch and windows touch input and replaces MouseInput, MobileInput and Windows(7/8)TouchInput. No changes or scripts are now required to set a valid input source on all platforms.</li>
<li>Added: Windows touch input now handles screen resolution and scaling correctly.</li>
<li>Added: More extensible layer projection handling with introduced ProjectionParams class.</li>
<li>Added: OnEnable for all Layers to be able to turn them off.</li>
<li>Added: Delegate to TouchLayer which can prevent a layer from detecting a touch.</li>
<li>Added: Global delegate to GestureManager with an example showing how to code an exclusive gesture.</li>
<li>Added: TouchPoint now has a property with an Input Source which created this touch.</li>
<li>Added: HelpURL attributes to MonoBehaviours which link to online docs.</li>
<li>Added: Resharper settings to repository.</li>
<li>Changed: TouchManager and GestureManager now send began, moved, ended and cancelled events with individual touches instead of List.</li>
<li>Changed: TouchHit is now a struct, removed ITouchHit, ITouchHit2D and ITouchHit3D. If you have code using this struct please consult API docs: <a href="http://touchscript.github.io/docs/html/T_TouchScript_Hit_TouchHit.htm" rel="nofollow">http://touchscript.github.io/docs/html/T_TouchScript_Hit_TouchHit.htm</a></li>
<li>Changed: TouchPoint.Hit now isn't updated realtime, it always returns the first hit. Use TouchManager.Instance.GetHitTarget(touch.position, out hit) to get hit data every frame.</li>
<li>Changed: InputSources now register themselves to TouchManager which calls UpdateInput on them before processing touches. This way synchronous InputSources are guaranteed to execute the same frame actual touch processing is scheduled.</li>
<li>Changed: If no input is found an instance of StandardInput is created unless this behavior is specifically turned off.</li>
<li>Changed: When a touch is cancelled and returned a new ID is assigned to it and inputs should handle that correctly.</li>
<li>Changed: Refactored gesture adding API. Layers now don't overwrite their order when they add themselves to the manager.</li>
<li>Changed: TouchLayer default name is now "Layer".</li>
<li>Changed: Continuous gestures return unused touches to the system when ended if no other continuous gestures use these touches.</li>
<li>Changed: Transform and Pinned Transform gestures check if they have enough touches only on first movement.</li>
<li>Changed: Transform gestures now execute their logic at the end of frame.</li>
<li>Changed: When disabling gestures can now change state only to Failed.</li>
<li>Changed: Gestures now use the first touch point's layer in GetHitTarget method.</li>
<li>Changed: Tags are now immutable and are not shared within touch points.</li>
<li>Changed: Refactored TouchDebugger to TouchVisualizer which now uses Unity UI and is more customizable.</li>
<li>Changed: DEBUG define to TOUCHSCRIPT_DEBUG.</li>
<li>Removed: ITouch interface. Now all code works with TouchPoint.</li>
<li>Removed: PanGesture, RotateGesture, ScaleGesture, corresponding Simple* gestures and Transformer2D. Use TransformGesture and Transformer components instead.</li>
<li>Removed: Layer.ProjectTo, added GetProjectionParams instead. Use ProjectionUtils.Project with layer's projectionParams to project points.</li>
<li>Removed: FullscreenTarget.</li>
<li>Removed: Scaleform support. Autodesk gave up on Unity integration long ago.</li>
<li>Fixed: Awake/OnEnable methods on layers executing in editor mode and creating objects into editor scene.</li>
<li>Fixed: Added singleton code from TouchManagerInstance to GestureManagerInstance to prevent possible behavior from issue <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="49137935" data-permission-text="Title is private" data-url="https://github.com/TouchScript/TouchScript/issues/136" data-hovercard-type="issue" data-hovercard-url="/TouchScript/TouchScript/issues/136/hovercard" href="https://github.com/TouchScript/TouchScript/issues/136">#136</a>.</li>
<li>Fixed: A few null pointer exceptions.</li>
</ul>valyard