Game Development Reference
In-Depth Information
Figure 5-2. Multiple audio listeners warning
Note If you're having trouble finding an asset in the Project panel, or an object in the Hierarchy panel, you
can always use the Search field to find them using the “ t: ” syntax. For example, to find all objects in the
scene with an AudioListener component, enter t:audiolistener .
The First Person Controller is already configured, through script, to respond to user input. The input
is default or typical first-person controls: WASD for navigation (forward, left, back, and right) and
mouse movement for head rotation. In general, the controller works well: it does what it's supposed
to do . But still, there are two main areas where we could want improvement.
Platform specific . If you're making a desktop game for Windows, Mac, or
Linux, then the standard First Person Controller will serve most of your needs.
But if you try running the controller on a mobile device, such as iOS or Android,
you'll find that it fails. The standard First Person Controller is not configured to
work from mobile input. It simply doesn't respond to any mobile input. There is,
however, a separate and independent First Person Controller suited for mobile
input (included in the Standard Assets (Mobile) package). But this Prefab has
nothing to do with the standard First Person Controller. This can make cross-
platform first-person input tedious. Instead, it'd be great if we, as developers,
never had to worry about dealing with these two separate Prefabs. It'd be ideal
if we had just one universal First Person Controller; a Prefab that worked across
multiple platforms automatically —desktop and mobile. We'll see how to achieve
this shortly.
 
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