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  • Tap into virtual and physical game controllers

    It's time to up your input game: Learn about the latest improvements to virtual and physical game controllers for iPhone, iPad, Mac, and Apple TV. Meet the virtual on-screen controller, which turns touch input into game controller input, and find out how to add controller sharing features to your app. We'll also show you how to support adaptive trigger technology found in DualSense controllers, provide best practices for controller support, and take you through some common pre-flight checks around accessible and customizable input before submitting to the App Store.

    For more information on saving highlight clips from a game controller, check out “Discover rolling clips in ReplayKit” from WWDC21.

    Ressources

    • GCVirtualController
    • Game Controller
      • Vidéo HD
      • Vidéo SD

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  • Rechercher dans cette vidéo…
    • 2:06 - GameController Basics

      func setupGameController() {
          // Add handler for when controller connects.
          NotificationCenter.default.addObserver(
              forName: NSNotification.Name.GCControllerDidConnect,
              object: nil,
              queue: nil)
              { (note) in
                  guard let _controller = note.object? as GCController else {
                    return
                  }
                  // Add controller input change handlers.
                  _controller.physicalInputProfile[GCInputButtonA]?.valueChangedHandler = { ... }
                  _controller.physicalInputProfile[GCInputButtonB]?.valueChangedHandler = { ... }
              }
      
          // Add handler for when controller disconnects.
          NotificationCenter.default.addObserver(
              forName: NSNotification.Name.GCControllerDidDisconnect,
              object: nil,
              queue: nil)
              { (note) in ... }
      }
      
      // Polling for controller input.
      func checkInput() {
          if controller.physicalInputProfile[GCInputButtonA]?.pressed { ... }
          if controller.physicalInputProfile[GCInputButtonB]?.pressed { ... }
      }
    • 8:42 - Virtual Controller Initial

      // Creating an on-screen controller
      
      let virtualConfiguration = GCVirtualControllerConfiguration()
      
      virtualConfiguration.elements = [GCInputLeftThumbstick,
                                       GCInputRightThumbstick,
                                       GCInputButtonA,
                                       GCInputButtonB]
      
      let virtualController = GCVirtualController(configuration: virtualConfiguration)
      
      virtualController.connect()
    • 9:17 - Customizing Buttons

      // Creating customized buttons
      
      vc.changeElement(GCInputButtonA) { 
        config in
          let spinningPath = UIBezierPath()
          // load or draw the spinning attack path
          config.path = spinningPath
          return config
      }
      
      vc.changeElement(GCInputButtonB) {
        config in
          let jumpPath = UIBezierPath()
          // load or draw the jump path
          config.path = jumpPath
          return config
      }
    • 12:06 - DualSense Adaptive Triggers

      func updateControllerAdaptiveTriggers() {
        guard let dualSense = GCController.current?.physicalInputProfile as? GCDualSenseGamepad
          else {
              return
          }
        let adaptiveTrigger = dualSense.rightTrigger
        if playerIsPullingSlingshot {
          let resistiveStrength = min(1, 0.4 + adaptiveTrigger.value)
          if adaptiveTrigger.value < 0.9 {
            adaptiveTrigger.setModeFeedbackWithStartPosition(
              0,
              resistiveStrength: resistiveStrength)
          } else {
            adaptiveTrigger.setModeVibrationWithStartPosition(
              0,
              amplitude: resistiveStrength,
              frequency: 0.03)
          }
        } else if adaptiveTrigger.mode != .off {
          adaptiveTrigger.setModeOff()
        }
      }

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