1658720040
Understanding how mouse input works is one of the most fundamental tools in every Unity developer’s skill set. Not only is the mouse used for interacting with 2D UI elements, such as buttons, sliders and checkboxes, it’s also very common to use it to interact with 3D game objects inside the game scene, or, for example, to display an informative UI tooltip next to the mouse cursor.
We also often need to do a coordinate system conversion in which we convert the mouse position into a world space position — essentially, converting a 2D screen coordinate into a 3D coordinate somewhere inside the game scene. By doing this, we can use the resulting 3D coordinate to select or highlight game objects in the 3D space, or instantiate some nice dust particles when the player clicks on a terrain to provide some nice juicy feedback.
In this article, we’ll take a look at three different ways for using mouse movement as an input in Unity. We’ll start by looking at the legacy input system and then familiarize ourselves with the new input system and input actions. We’ll be focusing only on the solutions provided by Unity and won’t cover any third-party plugins.
Let’s now jump into Unity and see how we can start detecting the mouse input.
See more at: https://blog.logrocket.com/detect-mouse-movement-input-unity/
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We can see an exponential growth in the game development industry today and the market for game development will increase day by day ,thanks to the increasing number of smartphone users and the technological advancements.Unity 3D is the trending game app development framework to serve the best quality.This game development framework enables developers to conduct 2D or 3D rendering with more than 1 mobile game to assist them in ratcheting. Apart from this the great qualities like cross-platform integration with asset management, high-end visual quality, intuitive design, interface flexibility and gameplay can now be leveraged.India is the leading game development hub and now people are** hire dedicated unity 3D developers in India** to create a high performing game app with best quality at affordable price which you can spread your games to larger audience.Lets have a look at why unity a 3D is the best platform for game development.
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Play mode feature
**
This feature allows easy and hassle free testing by allowing developers to look and play within the game instantly, evaluate and even review it,and also the Play or Play Plus mode can also be used to achieve frame to frame referencing.
Debugging
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These advantages make unity as the best game development platform and people h**ire dedicated unity 3D developers** for the best output.With Unity, countless games have been made and some of them have become instant classics.Take a look at some of the all-time trending Unity games .
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1658720040
Understanding how mouse input works is one of the most fundamental tools in every Unity developer’s skill set. Not only is the mouse used for interacting with 2D UI elements, such as buttons, sliders and checkboxes, it’s also very common to use it to interact with 3D game objects inside the game scene, or, for example, to display an informative UI tooltip next to the mouse cursor.
We also often need to do a coordinate system conversion in which we convert the mouse position into a world space position — essentially, converting a 2D screen coordinate into a 3D coordinate somewhere inside the game scene. By doing this, we can use the resulting 3D coordinate to select or highlight game objects in the 3D space, or instantiate some nice dust particles when the player clicks on a terrain to provide some nice juicy feedback.
In this article, we’ll take a look at three different ways for using mouse movement as an input in Unity. We’ll start by looking at the legacy input system and then familiarize ourselves with the new input system and input actions. We’ll be focusing only on the solutions provided by Unity and won’t cover any third-party plugins.
Let’s now jump into Unity and see how we can start detecting the mouse input.
See more at: https://blog.logrocket.com/detect-mouse-movement-input-unity/
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When you create a game, you may find yourself needing to accept keyboard input from the user. I’m not talking about using the keyboard to control your player, but instead to accept text from the keyboard to be used as a username or for the in-game chat.
If you’ve been keeping up with the Phaser content releasing on the blog, you might remember the tutorial titled, Creating a Multiplayer Drawing Game with Phaser and MongoDB. This tutorial demonstrated taking user input to be used as the game information, but it did so with a bit of HTML hacking.
There are better ways!
In this tutorial we’re going to see how to take user keyboard input directly within a Phaser 3.x game using embedded HTML and JavaScript, rather than HTML layered on top of the game.
To get an idea of what we want to accomplish, take a look at the following animated image:
In the above example we have a single game scene. This scene has rendered text as well as an input field directly in the game canvas. When you add input to the text field, the rendered text updates when you press the return key.
Like I mentioned, we could absolute position an HTML text input on our canvas, but then we lose out on some integration functionality as well as the automatic scaling that Phaser adds to the embedded HTML.
To get us started, we’re going to create a new Phaser 3.x project using some boilerplate code. The goal here is to not over-complicate the focus of the example, being the text input.
On your computer, create a new directory and within that directory create an index.html file with the following markup:
<!DOCTYPE html>
<html>
<head>
<script src="//cdn.jsdelivr.net/npm/phaser@3.24.1/dist/phaser.min.js"></script>
</head>
<body>
<div id="game"></div>
<script>
const phaserConfig = {
type: Phaser.AUTO,
parent: "game",
width: 1280,
height: 720,
scene: {
init: initScene,
preload: preloadScene,
create: createScene,
update: updateScene
}
};
const game = new Phaser.Game(phaserConfig);
function initScene() { }
function preloadScene() { }
function createScene() { }
function updateScene() { }
</script>
</body>
</html>
In the above markup, we’ve included the Phaser package in our project and configured a basic game with unused lifecycle events.
We know that the goal will be to eventually show the user provided text on the screen, so let’s get our text ready to go.
Within the createScene
function of our index.html file, add the following JavaScript code:
function createScene() {
this.message = this.add.text(640, 250, "Hello, --", {
color: "#FFFFFF",
fontSize: 60,
fontStyle: "bold"
}).setOrigin(0.5);
}
The above code will render some text on the screen. We’re storing a reference to the text object in the this.message
variable because we plan to change the text later.
The foundation of our project is ready, so now we can focus on the text input.
The thought process behind accepting text input from the user is that we want to create a standard HTML form and load it into our Phaser game as if it were just another game asset.
We’ll start by creating an HTML file with our form. Within the project directory, create a new form.html file with the following markup:
<!DOCTYPE html>
<html>
<head>
<style>
#input-form {
padding: 15px;
background-color: #931C22;
}
#input-form input {
padding: 10px;
font-size: 20px;
width: 400px;
}
</style>
</head>
<body>
<div id="input-form">
<input type="text" name="name" placeholder="Full Name" />
</div>
</body>
</html>
The above markup is a properly styled input element. If you take only one thing out of the above markup, take the <input>
tag with the name
attribute. The name
attribute is critical when it comes to what we do in our Phaser game.
We’ll continue, but this time from within the index.html file. Inside the index.html file, we need to modify the phaserConfig
so that we can work with DOM elements in our game.
const phaserConfig = {
type: Phaser.AUTO,
parent: "game",
width: 1280,
height: 720,
dom: {
createContainer: true
},
scene: {
init: initScene,
preload: preloadScene,
create: createScene,
update: updateScene
}
};
Take notice of the dom
property. Without this property, anything we attempt to do with the HTML file will not work.
Since the game is now properly configured, we can jump into the preloadScene
function:
function preloadScene() {
this.load.html("form", "form.html");
}
In the above code we are loading the form.html file and giving it a key so we can later reference it in our code. With the HTML file loaded, now we can make use of it in the createScene
function:
function createScene() {
this.nameInput = this.add.dom(640, 360).createFromCache("form");
this.message = this.add.text(640, 250, "Hello, --", {
color: "#FFFFFF",
fontSize: 60,
fontStyle: "bold"
}).setOrigin(0.5);
this.returnKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER);
this.returnKey.on("down", event => {
let name = this.nameInput.getChildByName("name");
if(name.value != "") {
this.message.setText("Hello, " + name.value);
name.value = "";
}
});
}
The above code has a bit more JavaScript than we previously saw. In addition to rendering our text, now we’re adding the DOM element to the canvas. Remember, in the preloadScene
function we were only loading the HTML. In the createScene
function we are adding it to the scene to be interacted with.
Being able to add text to it is great, but we need to know when the user wants to submit it. This is where the keyboard events come into play.
this.returnKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER);
The above line says that we are taking control of the return or enter key.
Since we have control of it, we can listen for down
events:
this.returnKey.on("down", event => {
let name = this.nameInput.getChildByName("name");
if(name.value != "") {
this.message.setText("Hello, " + name.value);
name.value = "";
}
});
When the key is pressed, we get the child element within the form.html file. Remember the name
attribute on the input element? In this example name
is not the attribute key, but the value that we set the attribute as. It is only coincidence that they share the same name.
Once we have the input field, we can check if it is empty. If it is not empty, we can change the rendered text and clear the input field.
You just saw how to allow text input in your Phaser 3.x game. This is useful if you need to take keyboard data beyond just knowing if a key was pressed. Maybe you’re creating an online game and you need to give your player a name, or maybe there is another reason. Whatever the reason, accepting user input is valuable.
Like I had previously mentioned, you can just create HTML and absolute position it on top of your game canvas rather than embedding it in the game. The problem with this approach is that you lose out on some scaling that Phaser does as well as the deep integration into the scene. It’s possible, but if I had to recommend something, I’d recommend the approach of embedding it into the game.
Original article source at: https://www.thepolyglotdeveloper.com/
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