5/16/2023 0 Comments Call of duty joystick mapper![]() ![]() Like the trusty GCController class, you can find out when these new types of input devices connect and disconnect, register blocks to watch for input changes asynchronously, and, in some cases, you can poll to read the current state of these input devices. ![]() The Game Controller framework this year introduces two new classes: GCKeyboard and GCMouse. So let's dive into the Game Controller framework support for keyboard and mouse input. I'm gonna show a quick example of adding support in one of our classic Game Controller samples, Fox2.Īnd, finally, I'll play a bit of the game to show you the game in action. I'm gonna spend a moment describing examples of when you might choose to use the Game Controller APIs versus other pointer APIs at the UIKit layer. For the rest of this talk, I'm going to first dive into the details on the new keyboard and mouse APIs in the Game Controller framework. It's a coordinated effort between the UIKit and the Game Controller framework to give you the options you need for creating your best game experience. So we've added game-focused APIs for keyboard and mouse input for these types of games. First-person perspective games that use WASD keys for movement and other left-hand adjacent keys for actions and modifiers, while the mouse precisely aims the camera are another type of game not always perfect for touch. Multiplayer Online Battle Arena, or MOBA games, using precise mouse control to select areas or to move units, while also supporting keyboard modifiers to those mouse actions, they don't always translate well to using touch input. But we also know there are whole genres of very popular games that aren't a perfect fit for touch input and they're also not a perfect fit for game controllers. It's more of a lean-back experience, and I have additional control. Here in Fox2, I find it more fun to play the game with a game controller on an iPad. And many gamers consider this right thumbstick more sensitive and accurate to use for aiming and camera control. For example, driving games can take advantage of the analog triggers and the shoulder buttons to give finer control to acceleration and braking. ![]() ![]() Still, many games and game genres were really designed around the tactile feedback and the precision of a game controller, and they don't always translate well to on-screen controls. On the left, is a touch area that acts like a left joystick, and on the right, I have two actions, as well as a right joystick. Here, I can play one of our sample applications, Fox2, using its on-screen controls. This has worked well for many first-person view-oriented games, as well as for driving games. Some games have added on-screen controls with thumbstick areas and buttons similar to a game controller. It's one of the winners of last year's Apple Design Awards, and it's super fun. Whole new genres of games have emerged utilizing taps, swipes, touches and gestures. Multi-Touch input is incredibly flexible. We've added specific support for keyboard and mouse gaming because we know games are often designed around their main form of input.įor example, most iPhone and iPad games are designed around Multi-Touch input. This video covers adding keyboard and mouse input support to your games for iPadOS. Hi, my name is Nat Brown, and I work on the Game Technologies team here at Apple.
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