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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