Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Deranged-Mind · Dec 13, 2015 at 02:48 PM · androidmovementiosmobiledesign

Grid Movement Controls on Mobile - UX Problem

I'm currently working on a mobile-based frogger game. Like classic Frogger, this game will focus on grid-based movement, moving in one of four directions at a time. Currently, I'm having trouble understanding how I want to design the controls.

Below are two points on the screen where a player will touch, A and B:

alt text

When A is touched, a check is made to figure out which direction to move in. The frog will move in the direction that has a larger absolute distance. In the example above, the y destination is further away, so the frog would move up.

However, when B is touched, the x and y distances are about equal. This means the chance of moving up or right is about 50/50.

I have thought of two ideas to solve this problem, but I'm worried that I'm missing some crucial problem within the design.


My first idea was to create "deadzones" where, when pressed, the player will not move in either direction, ensuring the player doesn't make a mistake, but also creates the problem that the player won't move if they are in danger. This seems like the easiest solution, but I'm not sure that it's going to create the best experience.

My alternate solution is that the frog's move direction will be determined by a few different factors:

What is the larger absolute distance between x and y? If the absolute distances are about the same, check to see how far away the previous tap was.

alt text

In the above example, Touch B is on a border. When we check the player's previous touch, Touch A, we see it was 200px higher on the y axis. Therefore, since there is such a drastic change in the y axis, the frog would move down.


Now, the UX problem: The latter design sounds like it would work, but are there any glaringly obvious reasons why this wouldn't? Is there a movement control design that I am missing? Are there any outstanding examples of grid-based movement on mobile devices that someone could point me towards?

Sorry about the long post, but I really appreciate any of you that have made it this far! :-)

touchs2.png (14.3 kB)
touch1.png (13.4 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Movement Object 0 Answers

Detect and run installed games on ios and android. 1 Answer

Mobile aspect ratio and scaling - Use 16:10 or 16:9 base for full screen background ? 0 Answers

Does Unity Pro support mobile publishing? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges