Tappable
Makes an object react to touch: a tap, double-tap, or long press, each with its own action list.
About 4 minutes
Add Tappable to anything the player should be able to touch: a button, a monster, a d-pad arrow. When the touch happens, it runs its own actions list, top to bottom.

Settings
The gesture you pick decides which other settings appear.
| Setting | What it does |
|---|---|
| gesture | Which touch fires it: tap, multi-tap, long press or press and release. One Tappable is one gesture. |
| actions | What happens when the gesture fires. Click + action to add a row. |
Tap fires the moment the finger touches down.
| Setting | What it does |
|---|---|
| auto repeat | On: fires on touch, then keeps firing while the finger stays down. Made for a d-pad, so holding a direction keeps walking. |
| start after | (auto repeat on) Seconds the finger must stay down before repeating starts. About 0.2 suits a d-pad. |
| every | (auto repeat on) Seconds between repeats. For grid movement, match the player's step time. |
Multi-tap fires after several taps in a row.
| Setting | What it does |
|---|---|
| taps | How many taps in a row. 2 is a double tap; up to 6 works. |
| within | The longest gap allowed between one tap and the next, in seconds (default 0.3). |
Long press fires once the finger has been held long enough, while it is still down.
| Setting | What it does |
|---|---|
| hold for | Seconds the finger must stay down (default 0.5, the watch's own long-press feel). |
| repeat | On: keeps firing for as long as the finger stays down. Hold-to-buy, hold-to-move. |
| every | (repeat on) Seconds between repeats after the first fire. |
| speed up | (repeat on) The gap shrinks the longer you hold, like a number spinner. |
| fastest | (speed up on) The smallest gap the speed-up reaches. |
| ramp over | (speed up on) Seconds of holding to go from every down to fastest. |
| if blocked | (repeat on, optional) An event sent on any repeat where every action was skipped by its own only if. Your "not enough gold" signal. |
| on release | Optional event sent when the finger lifts, but only if the hold actually fired. The release half of hold-to-charge. |
Press and release fires on touch and times how long the finger stays down.
| Setting | What it does |
|---|---|
| held time into | Optional decimal variable that gets how long the finger was down, in seconds, when it lifts. |
| on release | Optional event sent when the finger lifts, after the held time is saved, so its actions can read it. |
Two gestures on one object
Want a plain tap AND a long press on the same object? Add a second Tappable. Each one has its own gesture and its own actions.
Set gesture to long press, turn on repeat, and give the buy action an only if of gold ≥ cost. When the player runs out, the repeat sends your if blocked event instead, so a buzz or a shake can hang off it. Buying resumes the moment they can afford it again.
Good to know
- With a long press on the same object, a plain tap waits for the release, and is skipped if the hold wins.
- A multi-tap makes a single tap on that object wait out the within time first. Every double-tap control has this small delay.
- Sliding the finger off cancels a long press.
- An older project may show also sends event with a Move into actions button. Click it to turn that into a Send an event action at the top of the list. It works the same.
- A Tappable on a hidden object can't be tapped. With Bind Interactable it greys out and ignores taps while its checks fail.
- Works in Game and App projects on both watches. On a watch face there is no gesture choice: a tap can only open an app, so its actions list offers just Launch app.
- See Inspector for how action lists work.