I've got "flick stick left/right to cycle targets" defined entirely within it. I do no extra work, code end just sees cycle target left/right input. The keyboard bindings for cycling targets even live right by the fancier gamepad bindings on the action, all under the same definition.
That in the old system would have been a nightmare of custom game side logic branching out based on if it thought you were holding a gamepad or keyboard right that second and uggghhhh. Even worse in Unity, even with the marketplace plugins.
@psychicparrot42 .. and now that you mentioned "Xbox Live" .. even MORE nightmares I remember .. Ok I am an "old skool C/CPP coder" I wasn't used to all those "fancy things" like "lambda" "blocks" and "tasks" .. that code for Xbox live is/was FULL of them with that "horrendous CPP syntax" .. once you finally realize how they work "okeish" .. but at first sight was for me like to try to read arabic or chinese .. I spent MORE time to get all that working and testing than all the rest of code !
@psychicparrot42 AAAAAAAAAAAAAARGH !!! /me has "terrible memories" about that kind of stuff .. there's TONs of code for that ( that I had to write ) .. and lots of cases to test .. It's a real PITA ! .. Thankfully there's an option for "A single user game". That thing with multiple contollers/logins/etc. is "terrible" as I remember it .. People have "no idea" how much code there is "to just read a controller" ( well "a bunch" ) of controllers ! Glad they removed the requirement for Kinect !
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