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
Get Mystery Tower
Mystery Tower
Push blocks and climb the tower
Status | Released |
Author | GFM |
Genre | Puzzle |
Tags | 3D, Singleplayer, Third Person |
Accessibility | Configurable controls |
More posts
- v1.0-web - Mystery Tower is available directly in the browser!May 07, 2023
- v1.0 - Mystery Tower is officially out!Dec 14, 2020
- v1.0-rc9 - Invert d-pad up/downDec 13, 2020
- v1.0-rc8 - Fix MainMenu and pulling from ledgeDec 13, 2020
- v1.0-rc7 - Remove some stages to make the game shorterDec 12, 2020
- v1.0-rc6 - Adjust axis rest position on input rebindDec 12, 2020
- v1.0-rc5 - Fix issues with the new inputJul 19, 2020
- v1.0-rc4 - Add dedicated drop from ledge buttonJul 19, 2020
- v1.0-rc3 - Fix Windows' launcherJun 30, 2020
- v1.0-rc2 - Persistent configurationsJun 29, 2020
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