Timeline for How can I implement a cursor object that is controlled by either a keyboard or a gaming controller?
Current License: CC BY-SA 4.0
8 events
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| Feb 21, 2023 at 20:34 | comment | added | Zibelas | Your input method should not matter regarding your four points. All of those should not the part of your input option, your input manager might keep what is selected or not and what is the previous position, but it should not care if the input data comes from the mouse, keyboard or gamepad. | |
| Feb 21, 2023 at 20:26 | history | edited | Pikalek | Question doesn't have anything to do with game mechanics - removing tag accordingly. | |
| Feb 21, 2023 at 20:23 | comment | added | Pikalek | It sounded like you you already had the information for accomplishing the desired tasks with a mouse. Virtualizing the input is a means to abstract those solutions/ideas so that you can accomplish them with a gamepad. | |
| Feb 21, 2023 at 18:28 | comment | added | NJJ_002 | This doesn’t seem to be the kind of thing that I’m looking for unfortunately, or maybe it is and I’m misunderstanding something critical here. Those results seem to be more for menu navigation tasks, as opposed to tasks involving moving characters on a playing field/map, etc. Are the concepts more similar than I’m thinking? | |
| Feb 21, 2023 at 3:14 | comment | added | Pikalek | A search for "unity cursor gamepad" brings up a number of leads including a previous question here on GDSE and docs for Unity's VirtualMouseInput. | |
| Feb 21, 2023 at 0:22 | history | edited | NJJ_002 | CC BY-SA 4.0 | added to title for further clarity |
| S Feb 21, 2023 at 0:22 | review | First questions | |||
| Feb 21, 2023 at 8:51 | |||||
| S Feb 21, 2023 at 0:22 | history | asked | NJJ_002 | CC BY-SA 4.0 |