Game Development Reference
In-Depth Information
Now when you double-click on the newly created blueprint, it will open the touch inter-
face setup window. Although the window looks very simple, it is very powerful.
You just need to select an image to represent the button, define its size, and its position,
and finally define which buttons it should simulate. In the first case, I chose the but-
tonFire art asset to simulate the Left Shift or Right Shift button clicks, which were intro-
duced in the Input tab of Project Settings as Fire input in Action Mappings . Now it is
your turn to keep adding buttons and following the same process as my current game in-
puts have. What do you think about adding a pause button?
Finally, it is time to force these buttons to appear on the screen. Up until this moment, the
buttons are not displayed or accessible. To achieve this, you need to navigate to Project
Settings again, select the Input tab, and finally from the Mobile section, you need to set
the blueprint you made to the Default Touch Interface option.
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