UITK Gesture Kit


Plug-and-play gesture recognition for Unity UI Toolkit. Tap, drag, swipe, long press, pinch and twist on any VisualElement — one line of code, zero boilerplate.


by ArtomStatsenko


Price History +

UITK Gesture Kit adds the gesture layer that UI Toolkit is missing.

Attach a gesture to any VisualElement with a single line — no base classes, no prefabs, no scene setup:

element.AddDragGesture(new DragConfig(),onChanged: ctx => card.style.left = start + ctx.TotalDelta.x);

The dispatcher, pointer manipulator and capture handling are created for you. Removing a gesture is one line too: dispose the returned handle.


The hard parts are solved under the hood.


If you have ever tried to combine tap, drag and long-press on the same element in UI Toolkit, you know the pain: captured pointer events that never reach ancestors, nested manipulators fighting over capture, taps firing in the middle of drags. UITK Gesture Kit ships a full conflict-resolution engine: recognizers compete through semantic layers (Default, Elevated, Contextual, Overlay), losers are cancelled with an explicit reason, and multi-finger gestures cleanly take over from single-finger ones. Input passes through ScrollView, TextField and Slider out of the box.



A complete gesture set with the math done for you.


Tap and multi-tap, long press, drag, swipe with direction filtering, two-finger pinch and twist, plus a composite long-press-to-drag for reorder patterns inside scroll views. Every callback receives a rich context — delta, total delta, smoothed velocity, scale, rotation — so you never post-process raw pointer events. Thresholds are density-independent: gestures feel the same on a phone and on a 4K monitor.



Works everywhere UI Toolkit runs.


Overlay, camera-space and world-space panels are supported through coordinate mappers — gestures on 3D world-space UI work out of the box. The recognition core is pure C# with no UnityEngine dependency, covered by edit-mode tests, with a built-in trace mode for debugging the whole pipeline.



Genre-agnostic by design.


Node editors, card games, map navigation, inventory drag-and-drop, photo viewers, level editors — anywhere UI Toolkit needs touch or mouse gestures. The included node-graph demo shows a real production scenario: draggable nodes, edge connecting by dragging sockets, long-press context menus and delete badges, all running on one gesture host with no conflicts.



Requirements: Unity 6000.0+, Input System package (com.unity.inputsystem). Legacy Input Manager is not supported. For multitouch testing in the Editor, pair it with the companion Multi-touch Simulator package.