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Disabling Touchscreen Controls in Unity for Windows Devices
Ensuring that touchscreen controls are disabled in your Unity game when run on Windows devices involves a few strategic steps. This can help optimize the gaming experience for users who are using traditional input devices like a mouse and keyboard.
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Step-by-Step Process
- Understand Input Handling: By default, Unity uses an input system that supports various devices. For precise control over input, it’s essential to configure the Input Manager or implement the new Input System Package.
- Configure InputManager: Go to
Edit > Project Settings > Input Manager
. Here, you can adjust or remove touch input references to ensure they don’t interfere with your intended input controls. - Implement Unity’s New Input System: This package provides more granular control over devices. You can selectively disable touch input by checking the input device and crafting logic to ignore touchscreen inputs. To do this:
using UnityEngine;
using UnityEngine.InputSystem;
public class DisableTouchInput : MonoBehaviour
{
void Start()
{
// Only enable controls for non-touchscreen input
if (InputSystem.devices.Any(device => device is Touchscreen))
{
// Logic to disable touch input
Touchscreen.current?.MakeCurrent();
InputSystem.EnableDevice(Mouse.current);
}
}
} - Use Windows API: If you’re comfortable interfacing with Windows APIs, you can disable touch input at a system level using native code. However, this is more advanced and should be used cautiously.
- Testing: Run your game on various Windows devices to ensure that touch inputs are indeed disabled and that mouse and keyboard work seamlessly. Use
Input.GetMouseButton
,Input.GetAxis
, and similar methods to fine-tune control.
Benefits
- Improves player experience by avoiding unintentional touch inputs.
- Makes the game’s interface consistent across devices.
- Potentially reduces performance overhead by handling fewer input events.