In The End: The rest of it

The player, and the camera don’t do anything I haven’t done before, so I’m going to skip over them. But Touch Controls and building a section of UI via code? Those were some fun challenges for me, and the highlight of this project from a personal perspective. The many errors, learning new methods that can be used in a variety of situations, and the general satisfaction of getting it to work.

Thankfully, Unity has some good support for Touch Controls. The buttons already respond to touch, without the need for a OnTap listener or something similair. The main issue was working out how to recognise certian movements whilst eliminating others. Thankfully, there weren’t really any motions that stepped on each others toes. I’m not saying that I would to work with Touch Controls again however. Having to consider what motions should represent what action, trying to design everything to work so that it didn’t depend on either control type or leave one behind, and just generally figuring out where Touch Controls were needed was not enjoyable. To summarise, quite enjoyed coding Touch Controls, did not enjoy designing them.

As for building the UI, it was interesting to see just how it gets built up, and is an approach I may start using more in future. The control it provides, alongside flexibility and reusabilty, made it quite useful. Whilst it was more time-intensive to produce with my tactic of coding a small amount then testing, I certainly prefer the results.

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