Skip to main content

Dealing with controller support

I have been working lately to add controller support to my both projects. I made some basic tests long time ago, using my joystick, but a week ago a friend kindly provided me an Xbox 360 controller. Then, the true work started.

After a brief phase of "I have no idea about how to do it", and after that "probably there is something in youtube" (there was), I managed to put some basic support, first on character movement, you can see it in the Labyrinth gameplay video, which was recording while I played using the controller. As a side effect, Im thinking to change the gameplay mechanics of my 3rd person prototype to camera freelook, like Mass Effect/Witcher.

Then, I began to extend controller support to the UI. Things are not so easy here, because I had to rethink the design of many interface elements. Also, moving through buttons requires to reinterpret  axis events as button events.

I plan to finish all the tests this week, return the controller to its owner, and release a public beta of the Labyrinth (I have been running some sort of local beta among cuban gamers). Stay tuned.


Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:

Now select Camera and set the values to this:

For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
        } else if (Input.GetKeyDown(KeyCode.S)) {
            dir = DOWN;
        } else if (Input.GetKeyD…

TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
    Animator anim;
    int direction = 0;
    int FORWARD  = 1;
    int BACKWARD = 2;
    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
    void Start () {
        //cam = gameObject.GetComponent<Camera> ();
        //Cursor.visible = false;
        //Cursor.lockState = CursorLockMode.Locked;
        anim = gameObject.GetComponent<Animator> ();

    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
            //go back
            direction = BACKWARD;
        } else if (Input.GetKeyDown (KeyCode.A)) {
            direction = LEFT;
        } …

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…