Closed nicholas-maltbie closed 3 years ago
I downloaded the branch and did some manual tests. The spectating itself feels good for a first iteration with one exception. When I press Shift to swap my spectator target, my target changes twice: once when I press shift, and once again when I release shift. This should probably be changed so the target changes only once per press.
Great comment, I will attempt to address the press and release of buttons via input system in unity 😄
Found a thread online about the topic: https://forum.unity.com/threads/how-would-you-handle-a-getbuttondown-situaiton-with-the-new-input-system.627184/
If all you're interested in is getting one call on press and one on release, hook into started and cancelled.
Code (CSharp):
myAction.started += /* button was pressed */; myAction.cancelled += /* button was released */;
If you want to continuously be notified for as long as the button is held, check the "Continuous" box on the action and use performed and cancelled.
Code (CSharp):
myAction.performed += /* button was pressed or is held */; myAction.cancelled += /* button was released */;
From Feb 19th, 2012 by Rene-Damm - https://forum.unity.com/threads/how-would-you-handle-a-getbuttondown-situaiton-with-the-new-input-system.627184/#post-4232515
There also seems to be more follow up discussion about the input system here - https://forum.unity.com/threads/how-would-you-handle-a-getbuttondown-situaiton-with-the-new-input-system.627184/#post-5379081 interesting to look into in the future for sure.
Description
Added a basic spectator camera and player into game flow
There is no auto end round when all players finish the level but it's what we have so far :)
How Has This Been Tested?
Tested locally on one and multiple clients to ensure spectator player works in the following cases
Checklist: