<div dir="ltr">Fair points. Sometimes I find trying to explain my problems to someone forces me to organize my thoughts in a way that reveals a solution. I was acting as sounding board, after demonstrating at least a cursory understanding of the topic.</div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, May 26, 2016 at 10:00 AM, Phillip Showers <span dir="ltr"><<a href="mailto:phillip.showers@gmail.com" target="_blank">phillip.showers@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Ehhh, you aren't wrong David, but it depends on where he's getting caught up as to whether your advice is helpful. Unity treats scripts like child objects that you can hang on individual game objects, but you can also assign other game objects to a script externally by adding 'global' variables to the script. The Input object that you were theorizing does exist, and is called "Input". But that's basic info that every tutorial will reference, so without knowing more about what he's trying to do, any general advice I could give would possibly be helpful, but not the answer that Stewart was looking for.<div><br></div><div>here's a really good camera movement script that I like to use to explore scenes, you add it as a script and attach it to the camera:</div><div><br></div><div><a href="http://forum.unity3d.com/threads/39513-Click-drag-camera-movement" target="_blank">http://forum.unity3d.com/threads/39513-Click-drag-camera-movement</a><br></div><div><br></div><div><br></div></div><div class="HOEnZb"><div class="h5"><div class="gmail_extra"><br><div class="gmail_quote">On Wed, May 25, 2016 at 10:30 PM, David Tabb <span dir="ltr"><<a href="mailto:formerlydavid@gmail.com" target="_blank">formerlydavid@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Out of curiosity, what's your problem? <div><br></div><div>I don't know Unity, but off the top of my head I expect there's an object somewhere that detects all manner of input. Object.mouseHandler.mouseDown(), that sort of thing. Maybe the GameObject? You might have to custom code the reactions, but the placeholder functions ought to be there someplace.<div><br></div><div>Or I'm talking out my butt.</div><span><font color="#888888"><div><br></div><div>David</div></font></span></div></div><div><div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, May 25, 2016 at 6:41 PM, Phillip Showers <span dir="ltr"><<a href="mailto:phillip.showers@gmail.com" target="_blank">phillip.showers@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><p dir="ltr">I can't do it this weekend, but maybe next weekend.</p>
<div class="gmail_quote"><span>On May 25, 2016 5:36 PM, "Stewart Jacobs" <<a href="mailto:armchairengineer@gmail.com" target="_blank">armchairengineer@gmail.com</a>> wrote:<br type="attribution"></span><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span><div dir="ltr">So I'm working on a simple game in Unity 5 and writing all of the scripts in C#. I've been asked to work on the game controller, but I still can't figure out the best approach to writing it no matter how many tutorials I watch. Would anyone be willing to sit down with me and guide me through the process some time before Saturday?<div><br></div><div>--Stewart</div></div>
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