36
votes
Accepted
Should I develop with mouse in mind if I plan on targetting more than PC?
Yes, when you want your game to run on PC, you should think from an early design stage on how to best utilize the mouse. The same applies to the input features of all other platforms you consider ...
27
votes
Ways to draw tracks on 4-connected grid
This is Matt, the creator of Trainyard. @DMGregory summoned me here! :)
It sounds like you're working through the same issues I had to deal with. It's a tricky problem where there isn't necessarily a ...
12
votes
Simple message box in gdscript / godot
You can use the OS / platform's alert system:
OS.alert('This is your message', 'Message Title')
You can use ...
12
votes
Accepted
When translating controls into German, do I assume a German keyboard?
Some advice for the developers you are working with:
Game SDKs usually have a method to access keys in a "keyboard layout agnostic" way. For example, the Unity documentation writes:
The ...
6
votes
Should I develop with mouse in mind if I plan on targetting more than PC?
Yes you should.
PC users expect that they'll have a mouse to play your game. If you don't use it, your game risks to be labeled as a "poor mobile port", specially if some actions in the game should ...
6
votes
Accepted
Comparing analog stick movements to predefined flick shapes
It looks like all these gestures only care about which points you hit around the outside of the stick's range, and the order you hit them in, so we can take a very simplified approach.
Let's label ...
6
votes
Ways to draw tracks on 4-connected grid
I think you can solve the two pain points you indicated with a few heuristics.
One is a little hysteresis: once the player is drawing in a particular row/column, keep their drawing cursor locked in ...
6
votes
How to map gamepad inputs for my platformer?
Most importantly: plan for remappable controls from the start.
Different games use different conventions, and different players have different preferences. This is also important for accessibility - ...
6
votes
Accepted
Visual Studio not recognizing Unity's new Input system
I found the answer online! I had to go to the editor preferences (Edit -> Preferences) and under External Tools, there's a section with checkboxes under "Generate .csproj files for:." ...
5
votes
Is it acceptable to use Hash Maps for input, copying one hash map to an another during the game loop?
Hashmaps are okay. If you believe you are going to get a performance bottleneck on input, then you are doing something critically wrong, or you're pre-maturely optimizing.
Unlike the other answer, ...
5
votes
Should I develop with mouse in mind if I plan on targetting more than PC?
It depends, as usual.
What genre? How much money/time do you have? Do you develop the application to make money?
Users are generally surprisingly forgiving about bad input controls in niche games (e....
5
votes
Accepted
What verb describes when you hold a joystick to the right or left?
It isn't probably universal, but, as Ferreira said, it is probably Tilt. A good bit of Xbox 360 games refer to the action you are describing as "titling the joystick to the [direction]".
5
votes
Accepted
SDL2 mouse motion event keeps occurring
You're not checking the return value of SDL_PollEvent to see if there's a new event, which means that regardless of whether there is an event to handle, you're ...
5
votes
Accepted
Inputs in realtime multiplayer game
It sounds like your problem arises from processing players' input eagerly, the moment it comes in. In this situation, it's harder to keep track of the context of the input and its timing/frequency ...
5
votes
How does one detect a button release with Unity's new input system?
OK, here's what I've figured out. The type of the action needs to be Value, not Button or Pass Through—this can be changed in the editor by selecting the action from the list; there's a drop down ...
5
votes
Triggering Enhanced Input Actions via inputs with modifier keys (Shift/Alt/Ctrl) in UE5
After doing some more research and implementing a solution that does work for me, I feel confident to be able to answer my own question. Unfortunately, the answer is: It's as cumbersome as already ...
5
votes
Cannot read value of type 'Vector2' from WASD KeyControl
The error message is telling you that you're trying to read a Vector2 value from a keyboard key that is currently treated as a Button input. A Button input doesn't have a Vector2 value; a Button is ...
4
votes
How to detect when the mouse is over a particular enemy collider, without falsely selecting bullet colliders?
First, configure your Layers so that you have a layer for bullets and a layer for enemies. Ensure you've set the bullet prefabs to use the bullet layer, and the enemies/enemy prefabs to use the ...
4
votes
Accepted
Can less than 30 FPS feel good with 60 FPS input handling?
Yes.
But it depends on what you do with that input, the player, and the game design as a whole.
How a game "feels" is all about feedback.
I beleive this to be a consequence of the user ...
4
votes
Accepted
Input reaction is slow in two player snake game
I think i call getKEYS2() but program tries to run getKEYS1() too and that's why reaction is slow. Am i wrong?
You are wrong. C++ does not randomly call a completely different function with a similar ...
4
votes
Caret not visible with TMP_InputField created from script
Found the answer burried several pages deep in google search pointing to the unity forum.
Basically, one has to re-enable the component because the canvas is created via ...
4
votes
Accepted
Detect if a key other than "this" key has been pressed
You can first check whether "any" key has been pressed, then check if the key you're listening to has not, to respond only to presses that were not that key.
...
4
votes
When translating controls into German, do I assume a German keyboard?
You don't assume a German keyboard. You ask the operating system what keys there are on the keyboard and where they are. And you check what other apps are doing.
Games will often use four keys in some ...
3
votes
Is it acceptable to use Hash Maps for input, copying one hash map to an another during the game loop?
Copying hash maps is horribly expensive, in the context of an operation that needs to be executed millions of times a second.
You're doing this up to 120 times a second. Performance-wise it's ...
3
votes
Accepted
How to activate Xbox controller vibrations in Unity?
Yes, you're right: The Handheld class just covers handheld devices but not controllers.
There is a library called XInput which should cover your needs. You'll find it on GitHub: https://github.com/...
3
votes
Accepted
Unity Deactivating Keyboard Input Interpolation
You can use the built-in method Input.GetAxisRaw
From the docs:
Returns the value of the virtual axis identified by axisName with no
smoothing filtering applied.
The value will be in the ...
3
votes
Accepted
Keyboard input conflict in wall jump
Your actual way of handling this is a frame perfect, this mean that to actually go to the C state you have to press both right and jump at the same frame (which very hard). A solution could be to ...
3
votes
Is it acceptable to use Hash Maps for input, copying one hash map to an another during the game loop?
It seems like you will know what types of inputs there will be ahead of time, so using a HashMap seems over-complicated to me. You want to pass around a bunch of ...
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