-
Notifications
You must be signed in to change notification settings - Fork 127
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
feat: distributed authority sample/expanded controls [MTT-9277] #256
feat: distributed authority sample/expanded controls [MTT-9277] #256
Conversation
Basic/DistributedAuthoritySocialHub/Assets/Scripts/Input/Mobile/MobileGamepadBehaviour.cs
Show resolved
Hide resolved
Basic/DistributedAuthoritySocialHub/Assets/Scripts/Input/Mobile/MobileGamepadState.cs
Outdated
Show resolved
Hide resolved
Basic/DistributedAuthoritySocialHub/Assets/Scripts/Input/Mobile/MobileGamepadState.cs
Outdated
Show resolved
Hide resolved
Basic/DistributedAuthoritySocialHub/Assets/Scripts/Input/Mobile/MobileGamepadState.cs
Outdated
Show resolved
Hide resolved
The controller controls work well! With the mobile ones I have some issues:
|
What was challenging about the jumping? Is it something a follow-up PR could address? |
It was hard to actually hit the jump button when walking, it did not execute well for me while I pressed the walking button. |
…OS, this issue is already adressed in #261
Tested on mobile needs some tweaking, but i guess we will have a follow up PR to address the Chat burger button etc. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The framing of the main menu on mobile is not perfect (a bit zoomed out would be better), but otherwise it is good to go. I did not encounter any errors, worked as expected. As discussed the buttons should be adjusted in new PR.
… github.com:Unity-Technologies/com.unity.multiplayer.samples.bitesize into feat/distributed-authority-sample/expanded-controls
Description
This PR adds the skeleton mobile controls UI to the project. Mobile controls can be debugged inside the editor by toggling the following field inside the Bootstrap scene:
A result of this bootstrapping mobile work is that there's a wrapper between the UI and the project's inputs. So, at a high level, UI captures the value of a joystick or a button and routes them to the associated input system action. The result of this is some wrapper Input classes were removed or deprecated, as the game should fetch the input data from the new
GameInput
class, instead of referencing actions independently. The reason for this is thatInputSystemManager
now handles what platform the game is on and subsequently what control scheme to be on. Thus, reading from GameInput will track the currently enabled actions.Note: having a gamepad connected while debugging mobile controls will override both the virtual joystick inputs, so make sure to test gamepad when outside mobile debug mode.
Issue Number(s)
MTT-9277
Contribution checklist