There are three key classes for Actions in the API: ClassĪn Asset that contains one or more Action Maps and, optionally, a sequence of Control Schemes. For an overview of the terms and terminology used on this page, see Terms and concepts.This also makes it easier to let players customize bindings at runtime. You can then use the visual editor to establish the mapping: You can write code that is agnostic to where the input is coming from: m圜 += Instead of writing input code like this: var look = new Vector2() Input Actions are designed to separate the logical meaning of an input from the physical means of input (that is, activity on an input device) that generate the input.
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