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Browse the full catalog → Browse ready-made kits → Build your own set →Mobile touch controls design + implementation thumb-reachable zones (5.5"-6.7" screens)…
Build ergonomic, accessible touch controls for mobile games: thumb-reachable zone mapping, virtual joystick and action-button placement, tap/hold/swipe gesture disambiguation, and platform-specific haptic feedback. It grounds layout in Fitts's Law and Steven Hoober's thumb heatmap so buttons land where the thumb naturally rests, and it uses the event-driven Input System instead of per-frame polling so input stays under one frame of latency.
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Where does a thumb actually rest on a 6.7 inch screen? Every layout decision here starts from that heatmap and ends in measured latency, gesture thresholds and restrained haptics:
touch-controls-thumb-zones · core
core active · 6 lines
First-time setup of a virtual joystick plus action buttons
Fixing a 'controls feel slippery' complaint caused by wrong thumb zones
Resolving a gesture conflict where tap and swipe fire together or vanish
Adding one-hand vs two-hand and left-handed accessibility modes
Adding distinct haptic patterns for hit, collect and error events
Wiring VoiceOver/TalkBack labels onto critical UI elements
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Turn 'controls feel slippery' one-star reviews into ergonomic, reachable layouts
license: perpetualKeep input under one frame of latency with event-driven, zero-alloc handling
license: perpetualStop tap-and-swipe conflicts with a priority-based gesture arbiter
license: perpetualPass App Store accessibility review with VoiceOver/TalkBack support
license: perpetualsubscriptions expire · deeds don't
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A thumb-zone layout helper with right-handed and mirrored left-handed configs
6 parts · one working system · ships instantly by email
Mobile game developers building or fixing touch controls who need ergonomic thumb zones, clean gesture handling and accessibility.
then this was forged for you.Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.
The implementation layer is Unity: it builds on the event-driven Input System with EnhancedTouch and ships C#-style handlers, plus iOS CoreHaptics and Android VibrationEffect integration. The ergonomic layer: Fitts's Law sizing and Steven Hoober's thumb heatmap, applies to any engine, but you would reimplement the code.
Usually it is placement, not code: buttons sitting outside the natural thumb-rest zones on 5.5 to 6.7 inch screens. The layout helper repositions controls along the thumb heatmap, and the event-driven handler keeps input under one frame of latency with zero per-frame allocation, so taps register where and when the player expects.
No. The scope is touch: thumb zones, virtual joysticks, tap/hold/swipe disambiguation, multi-touch, haptics and VoiceOver/TalkBack accessibility. Physical controllers and pointer hardware need a separate input setup.
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