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.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.One-line fluent API: AddTapGesture, AddDragGesture, AddSwipeGesture, AddLongPressGesture, AddPinchGesture, AddTwistGesture, AddLongPressToDragGesture on any VisualElementAutomatic gesture arbitration: semantic priority layers, scoped recognizers, explicit cancel reasonsPointer-capture handling built in: captured-event routing, single-host architecture, input pass-through for ScrollView / TextField / SliderMultitouch: two-finger pinch (scale + rotation) and twist; multi-finger drag supportRich gesture contexts: delta, total delta, smoothed velocity, scale, rotation angle, swipe directionDensity-independent thresholds — consistent feel across DPI and resolutionsOverlay, camera-space and world-space panel support via coordinate mappersPure C# recognition core (no UnityEngine dependency), edit-mode test coverage, gesture pipeline trace loggingNode-graph demo scene: node dragging, socket-to-socket edge connecting, long-press menus, delete badgesRequires Unity 6000.0+ and Input System (com.unity.inputsystem); EnhancedTouch-compatible; legacy Input Manager not supported




