Pre-Alpha 0.1.4 — Controller menus, touch layout & fixes
Pre-releaseController, touch, and layout update.
Controller: menus now use the face buttons
| Button | Menu action |
|---|---|
| A | Select (left click) |
| B | Back / close window |
| X | Right click |
| Y | Middle click |
This fixes a real bug, not just a preference: Daggerfall Unity's stock UI-pointer
bindings sit on joystick buttons 0-3, and on an Xbox controller under iPadOS nothing
useful lives there - button 0 is what Start emits, and 1-3 map to no physical control.
So Start acted as the click button, A did nothing, and right-click and window-close were
unreachable from a controller at all. All four now sit on the measured face buttons,
applied automatically whenever a controller connects. Default for everyone; rebindable
in Settings > Controls > Joystick.
Touch: new default layout
The touch HUD's default arrangement is now one tuned on a real iPad over actual play,
replacing the original authored guesses:
- Action bank runs along the bottom centre, with COMBAT at its left end and MENU at its
right, where both thumbs can reach without leaving the sticks. - ACTIVATE sits between the action row and the look stick.
- The menu drawer opens as a compact column tucked against the right edge.
- Controls are a step smaller across the board - the old sizes crowded the look/swipe
area. Every target still clears Apple's minimum touch size.
If you have already customised your layout, nothing changes - your edits always win.
TUNE > Edit layout > Reset all switches an existing install to the new defaults.
Carried forward
All of v0.1.3's fixes: fast-travel search and the soft keyboard with a controller,
loose-file mod support (textures, sounds, quests, books, iOS-built .dfmod packages),
and the controller probe.
Unsigned IPA; free-Apple-ID sideloads expire after 7 days. Requires your own copy of
Daggerfall's arena2 - never included.