1 (edited by johndman 2015-07-15 15:31:29)

Topic: Custom code for handling input.

Due to the platform my game is being developed for using the Unity input manager or cInput is not an option and I have to write my own code handling player input.

I've looked at the source code and I think I know how to do it. But could any of the devs confirm if this is correct?

- Player input is handled in the InputController.cs file

- The delegates getAxis, getAxisRaw and getButton are used to read player input.

- I can supply my own methods for getAxis, getAxisRaw and getButton. Then UFE will use my code for reading player input.

Anything else I should be aware of or need to do?

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Re: Custom code for handling input.

In theory that sounds about right to me, though I'll admit I haven't tried it myself yet.

What is the reason Unity Input Manager or cInput won't work for you?  If you're on a Touch Screen, Control Freak is also supported...

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Re: Custom code for handling input.

It's for Wii U. Input manager is no good on the Wii, has bugs and can't read all input buttons.

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