Game Development Reference
In-Depth Information
The input modules that Unity provides out of the box are as follows:
Standalone Input Module : This is your basic keyboard and mouse input,
tracking where the mouse is and what mouse/keyboard buttons are pressed.
Touch Input Module : This is a basic touch input system handling
touches, dragging, and position data. It effectively fakes a mouse in its
implementation.
Pointer Input Module : This is a higher level class providing the base
functionality for both of the previous modules, only accessible through code.
Base Input Module : This is a base level input system that is used to create
new implementations in code, providing all the raw framework to handle
just about any input interaction.
If you want to support more than one input mode, then not to worry. Each input
module is complementary and adds to the whole input system, so if you want more
just keep adding them to the EventSystem GameObject in your scene, as shown here:
An Event System configured with both Keyboard/Mouse and Touch input
Input events
We'll cover Event triggers further in Chapter 3 , Control, Control, You Must Learn
Control with the implementation of the new Unity UI controls, but it is worth going
over the basics here first.
 
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