A way to hide the Directional Pad on mobile
Currently, the DirectionalPad will never go away. Action 1, 2, and 3 are all optional, and don't exist until you define them. However, DirectionalPad is always defined, but not visible in the code unless overridden, which defeats the purpose of trying to hide it. I think to maintain consistency, the simplest solution staying consistent with everything else would be to include the DirectionalPad function for controlling the Player within the default code upon creating a new world, instead of having it be a function hidden away somewhere...
I would greatly appreciate being able to hide the the DirectionalPad in my raytracing and shader worlds for example.
@ahs3n So you mean the fact that you can do Client.DirectionalPad = nil is not enough, it should be clearer by having function definition in the default script?
Our plan is to introduce a bunch of template, simple code samples for very different kind of games.
That could be enough to showcase how a dir pad can be hidden.
What do you think?
Wow, this is an old request! I was not aware that it could be set to nil. If that is documented, I imagine that would be fine. However, I would personally prefer to have DirectionalPad explicitly defined in the default script. It would be more consistent too, but I imagine it might confuse existing users, and many worlds would break.