Quick Start
Start with a tiny working version
Action controls feel good when players believe the game respected what they tried to do. That does not require loose rules.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float bufferSeconds = 1f;
[SerializeField] private float coyoteSeconds = 2f;
[SerializeField] private float inputOffset = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "早押しを保存" : step == 1 ? "足場を離れる" : "ジャンプを許可";
if (statusText != null)
{
statusText.text = $"{label}\nbufferSeconds={bufferSeconds:0.##}\ncoyoteSeconds={coyoteSeconds:0.##}\ninputOffset={inputOffset:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
csharp
if (statusText != null)
{
statusText.text = $"{label}\nbufferSeconds={bufferSeconds:0.##}\ncoyoteSeconds={coyoteSeconds:0.##}\ninputOffset={inputOffset:0.##}";
}
Debug.Log($"入力バッファとコヨーテタイム: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class InputGraceTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float bufferSeconds = 1f;
[SerializeField] private float coyoteSeconds = 2f;
[SerializeField] private float inputOffset = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "早押しを保存" : step == 1 ? "足場を離れる" : "ジャンプを許可";
if (statusText != null)
{
statusText.text = $"{label}\nbufferSeconds={bufferSeconds:0.##}\ncoyoteSeconds={coyoteSeconds:0.##}\ninputOffset={inputOffset:0.##}";
}
Debug.Log($"入力バッファとコヨーテタイム: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
Make action controls feel fairer by handling early inputs, late jumps, and success feedback more gracefully.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
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