[games_access] Easy button remapping in Unity
i_h at hotmail.com
Sun Apr 13 20:21:04 EDT 2014
Yep the latter, from what I can see cInput takes care of it all for you quite neatly
> Date: Sun, 13 Apr 2014 11:46:52 -0300
> From: franco.garcia at dc.ufscar.br
> To: games_access at igda.org
> Subject: Re: [games_access] Easy button remapping in Unity
> Hello, Ian,
> By running, do you really mean running or could it be in a run-time menu?
> If it is the later, you might want to try a two step input mapping.
> This way, you can always change the physical-level interaction - the
> second part of the mapping will remain unchanged.
> In UGE, this is done as:
> Physical level interaction -> low-level game command -> high-level
> game command (event).
> (1) (2) (3)
> This allows changing (1) in run-time without affecting (2) and (3).
> To do this, just use a map or dictionary data structure store the
> values in run-time.
> By the way, thanks everyone for the great information on the list. :)
> games_access mailing list
> games_access at igda.org
> The main SIG website page is http://igda-gasig.org
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