v0.3 - Reconfigurable controls


Quick update/rant! It's 2020 and Unity still does not handle reconfigurable controls properly!

Although Unity does have a generic Input interface (the Input Manager), it can only be accessed and tweak with before starting the game. After the game starts to run, there's no way to reconfigure which button/key/whatever is mapped to which action.

So, I took this problem into my own hand and made my own input wrapper on top of Unity's.

Keyboard and mouse inputs work just fine and can be easily remapped through that wrapper. The silly part, however, is that there's no way to detect a gamepad except through Unity's Input Manager. So, I had to pre-configure every input in every gamepad I assumed that could be used... which added up to 270 different inputs, distributed between 8 gamepads (and another set for detecting inputs in any gamepad).

Other than that, you can now configure the game's resolution from the main menu, and invert the camera!

Changelog

  • Add the Options menu
  • Add in-game reconfigurable controls
  • Disable Unity's startup configuration window

Files

mystery-tower-linux64.zip 24 MB
Version vv0.3 Mar 25, 2020
mystery-tower-win32.zip 21 MB
Version vv0.3 Mar 25, 2020
mystery-tower-win64.zip 24 MB
Version vv0.3 Mar 25, 2020

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