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Improve touch input docs
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michaliskambi committed Nov 25, 2024
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end;
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You could also create it at runtime conditionally, like this:
You could also create it at runtime, like this:

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[source,pascal]
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cgeref:TCastleWalkNavigation[] also allows to move / rotate, by dragging anywhere on the screen.
These two components nicely work in tandem if they both exist: cgeref:TCastleWalkNavigation[] allows to move / rotate by dragging anywhere on the screen, while cgeref:TCastleTouchNavigation[] allows to move / rotate by dragging the special gizmos in screen corners. We recommend in this case to _disable movement using cgeref:TCastleWalkNavigation[]_ because movement using cgeref:TCastleTouchNavigation[] is more precise and then user can use the screen only for rotating (like aiming, in shooting games), without moving by accident. To achieve this, set cgeref:TCastleWalkNavigation.MouseDragMode[] to cgeref:mdRotate[].
These two components nicely work in tandem if they both exist: cgeref:TCastleWalkNavigation[] allows to move / rotate by dragging anywhere on the screen, while cgeref:TCastleTouchNavigation[] allows to move / rotate by dragging the special gizmos in screen corners.
When you use cgeref:TCastleTouchNavigation[], we recommend to _disable movement using cgeref:TCastleWalkNavigation[]_ because movement using cgeref:TCastleTouchNavigation[] is more precise and then user can use the screen only for rotating (like aiming, in shooting games), without moving by accident. To achieve this, set cgeref:TCastleWalkNavigation.MouseDragMode[] to cgeref:mdRotate[].
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== On-screen keyboard
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