When configuring touch targets to control other elements of a scene, it’s important to minimize the screen space that the controlling elements occupy. In this way, you can devote more of the Ultrabook™ device’s viewable screen area to displaying visual action and less to user interaction. One means of accomplishing this is to configure the touch targets to handle multiple gesture combinations, eliminating the need for more touch targets on the screen. An example is the continual tapping of a graphical user interface (GUI) widget, causing a turret to rotate while firing, instead of a dedicated GUI widget for firing and another for rotating the turret (or another asset in the Unity* 3D scene).
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