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UI Design

Input remapping and accessibility settings basics

A practical beginner guide to key rebinding, toggle options, sensitivity, subtitles, and safe settings storage.

公開日: 2026-06-29#Input Settings#Accessibility#UI Design#Beginner

Quick Start

Start with a tiny working version

Input remapping is not a decorative feature that belongs at the very end of production. If movement, confirm, dodge, pause, or interaction controls feel wrong, many players will leave before they discover anything else your game does well.

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。

DialogueSubtitleTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float lineIndex = 1f;
    [SerializeField] private float visibleSeconds = 2f;
    [SerializeField] private float historyCount = 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。

DialogueSubtitleTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "字幕を表示" : step == 1 ? "履歴に保存" : "読み返しを開く";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount: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。

DialogueSubtitleTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount:0.##}";
        }
        Debug.Log($"会話履歴と字幕: {label}");

Complete script

DialogueSubtitleTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class DialogueSubtitleTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float lineIndex = 1f;
    [SerializeField] private float visibleSeconds = 2f;
    [SerializeField] private float historyCount = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "字幕を表示" : step == 1 ? "履歴に保存" : "読み返しを開く";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlineIndex={lineIndex:0.##}\nvisibleSeconds={visibleSeconds:0.##}\nhistoryCount={historyCount:0.##}";
        }
        Debug.Log($"会話履歴と字幕: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A practical beginner guide to key rebinding, toggle options, sensitivity, subtitles, and safe settings storage.

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.