Integration In Different Plattforms

The added warp controller per default listens for the space key of the keyboard. The effect itself should be platform independent, so the only thing that could bug you is the input handling.

void Update() { if (Input.GetKey(KeyCode.Space)) { StartEffect(); } }

To make it working on VR, mobile or other platforms you have 2 options:

  1. Change the Input check from Input.GetKey(KeyCode.Space) to a platform specific input

  2. Or Simply delete the Update() function and directly call StartEffect() when clicking e.g. on a button that should trigger the effect.

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