Skip to main content

Input Character Controls?

When creating controls for your players to use, It's needed (or really just helpful) that you modify your Input settings.

Start with Edit>Project Settings>Input. There it will show all the components of the Input Manager in the Inspector Pane. Under Axes contains all the different inputs that can be used (and modified) in your game. Right under Axes is the size of your Input options. Depending on your type of game, you might need more than just the default setting of 17 different input options. To do this, click on the number to the right of size, and change it to your needed number

The name property of your Input is what defines it. You can reference it in script with name. Like:

//code here

Descriptive Name - describes the positive buttons function.
Descriptive Negative Name - defines the negative button function.
Positive Button - Sends a positive value to the axis.
Negative Button - Sends  negative value to the axis. (what a surprise...)
Alt Buttons - Alternative to using Positive and Negative Buttons.
Read more HERE.

If your using an axis just as a fire button, there really is no point setting negative buttons.

So you've done everything right, you got your scripts, your Input Manager set, well theres still one thing. You need character controls. To do this, first click on your character in your Hierarchy Pane. Then go to Component>Physics>Character Controller. Just click on that and then It will be added! that simple!


Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.