Fast development - Fast learning curve, instant testing, OOP coding practices and ability to create needed custom plugins reduces the development time.Full dev set - Designed to provide everything needed at the start, including lightweight IDE, players for Desktop and devices, Texture packer, Font Creator and 3rd party tools.Clean OOP approach - Gideros provides its own class system with all the basic OOP standards, for writing clean and reusable code for any future games.Dozens of open-source plugins are already developed and ready to use. Plugins - to extend the core, import existing (C, C++, Java or Obj-C) code, bind to Lua and interpret them directly.Native speed - Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.Instant testing - While developing games, it can be tested on a real device through Wifi in a second.Gideros is FREE and Open Sourced and there are no limitations to developing and publishing apps.Unified Communications as a Service (UCaaS).Environmental, Social, and Governance (ESG).Integration Platform as a Service (iPaaS).Note: It is way more user-friendly to use the LastInputType method as opposed to simply checking if a gamepad is connected, because a user might have a connected gamepad but still be using keyboard/mouse. But you can use IsTenFootInterface() to shortcut this and assume to always show Xbox controls. From there, you can dynamically switch your UI to either show Xbox controls or keyboard/mouse controls. If on a platform like PS4, I imagine the same guideline would apply therefore, I see it being reasonable to add some API to distinguish between the two.Īt the moment, you can also use UserInputService:GetLastInputType() and UserInputService.LastInputTypeChanged() to distinguish if the user is using a gamepad or keyboard/mouse. Only references Xbox One controls (no references to keyboard, mouse, touch) I am making this claim due to one of the requirements for Xbox compatibility being this: If it were ever available on another console, I’m sure an API would be added to distinguish between the two. However, how would we detect a user’s platform so they get the correct buttons to show up?Ĭurrently, it’s only available on Xbox, and you can use GuiService:IsTenFootInterface() to detect if the user is on a console (and thus Xbox). We’ve probably wasted more time talking about this than it would take to actually let people use this. Literally the lowest amount of effort it would take to make this feature available to everyone. Frankly, I think it’s insulting because it send the message that all Roblox developers are too naive to use the feature correctly when this is most certainly not the case. I don’t buy for a second the “there’s bad use cases” argument because if we really restricted features based on how they could be misused we’d have no features at all. Abstraction via available peripherals is obviously the way to go, nobody’s arguing that. More OSes/platforms/devices etc means more work for the people doing it the wrong way (detecting platform and setting up input). The fact that there’s a metric crapton of different devices with different capabilities is actually an argument in favor such a feature to be exposed. This isn’t a matter of privacy either, since this kind of information tells you absolutely nothing useful about someone. Different users behave differently, and operating system is just one more segment by which a player-base can be measured. What makes Roblox so special in this regard? As someone else said, this is “bubble wrapping” the API for safety.Īnalytics are important. To allows developers to detect OS, platform and/or device. I’m still floored that we’re left with this hacky way of determining things. Why is it disabled? I don’t think it’s super privacy breaking if I know they are on a MAC or PC, Android or iPhone. I could have this turned on automatically if I detect them on a mac.Īlso, a new developer might be confused on how to figure out how to check if they are on xbox, because its under GUIService away from everything else. I think MACS don’t have a mouse2 or a ctrl button? This causes users to request an option to crouch with C and aim down sights with Q. Having all the ways to determine what platform it is under one method :GetPlatform() instead of using As a Roblox developer, it is currently annoying for onboarding developers & me sometimes to figure out what platform players are on.
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