I've spent the last couple of days attempting to convert the game prototype into Mobile format and set up mobile controls. Sadly I was unable to find much help with how to set up mobile controls, especially tilt controls, and spent a lot of time attempting brute force trial and error; learning what each thing did as I went along. I was able to find a few images of setups that worked for people and used these to help piece mine together: https://answers.unrealengine.com/questions/390439/how-can-i-use-tilt-sensor-in-ios-ipad-to-steering.html https://answers.unrealengine.com/questions/35512/how-to-use-tilt.html In the end I was finally able to create a working prototype that allows me to control the characters left and right movement by tilting the phone left and right, with swipe left and swipe right turning corners, and finally swipe up as jump. I requires a large chain in the blueprint editor and was not easy or fun to set up. Image of Character Blueprint: You'll see in the image that there are a few unlabelled event chains, from where I attempted different ways of reading the tilt input, that I wasn't happy with and deactivated. Another thing that I managed to get set up is the ability to test a map I've made on my phone. This means that each time I make a change to the control scheme I can check what effect it has on the game directly on my phone, using the tilt inputs and swipe functions. My only concern now is that when I set up the project I didn't originally select mobile, but rather switched to it later and I think this has led to my lighting being broken. I have spent a lot of time looking for some sort of fix for this, however I think my solution will have to be to start the project again and copy over the function chains from the original. This won't necessarily be difficult but it will, however, be quite time consuming.
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