CQTSOG‐ PS5 - CreoDAMO/CQTSOG-MMORPG GitHub Wiki

Developing CryptoQuest: The Shards of Genesis for PS5

This guide provides advanced code snippets and configurations for developing CryptoQuest: The Shards of Genesis on PS5 using both Unity and Unreal Engine 5. The examples focus on platform-specific optimizations, input management, and integrating advanced features such as haptic feedback and adaptive triggers for the DualSense controller.

Unity

1. Platform Configuration for PS5

First, set up your Unity project for PS5:

using UnityEngine;
using UnityEngine.PS5;

public class PlatformSetup : MonoBehaviour
{
    void Start()
    {
        #if UNITY_PS5
        Debug.Log("Running on PS5");
        SetupPS5Features();
        #endif
    }

    void SetupPS5Features()
    {
        // Initialize PS5 specific features here
        PS5Initialization.Init();
    }
}

2. Input Management with DualSense

Using Unity's Input System package, manage DualSense controller inputs and utilize its advanced features:

using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.PS5.Input;

public class PlayerController : MonoBehaviour
{
    private DualSenseGamepadHID dualSenseGamepad;

    void Start()
    {
        dualSenseGamepad = (DualSenseGamepadHID)Gamepad.current;
        if (dualSenseGamepad != null)
        {
            // Set up adaptive triggers and haptic feedback
            dualSenseGamepad.SetMotorSpeeds(0.5f, 0.5f);
            dualSenseGamepad.SetTriggerEffect(TriggerType.LeftTrigger, TriggerEffectMode.Resistance, 0.2f, 0.8f);
        }
    }

    void Update()
    {
        if (dualSenseGamepad == null) return;

        Vector2 moveInput = dualSenseGamepad.leftStick.ReadValue();
        Vector3 move = new Vector3(moveInput.x, 0, moveInput.y);
        transform.Translate(move * Time.deltaTime * 5);

        if (dualSenseGamepad.buttonSouth.wasPressedThisFrame)
        {
            Jump();
        }
    }

    void Jump()
    {
        // Implement jump logic
        Debug.Log("Jump");
    }
}

3. Advanced Graphics Optimization

Utilize PS5's advanced hardware capabilities:

using UnityEngine;
using UnityEngine.Rendering;

public class GraphicsOptimization : MonoBehaviour
{
    void Start()
    {
        // Set up ray tracing and other advanced graphics features
        if (SystemInfo.supportsRayTracing)
        {
            EnableRayTracing();
        }
    }

    void EnableRayTracing()
    {
        // Enable ray tracing settings
        var pipeline = GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset;
        if (pipeline != null)
        {
            pipeline.supportsRayTracing = true;
            Debug.Log("Ray Tracing enabled on PS5");
        }
    }
}

4. Blockchain Integration

Using Nethereum for blockchain interaction:

using System;
using System.Threading.Tasks;
using Nethereum.Web3;

public class BlockchainManager : MonoBehaviour
{
    private Web3 web3;

    void Start()
    {
        web3 = new Web3("https://polygon-rpc.com");
        GetBalance("0xYourWalletAddress").ContinueWith(task =>
        {
            Debug.Log("Balance: " + task.Result);
        });
    }

    public async Task<decimal> GetBalance(string address)
    {
        var balance = await web3.Eth.GetBalance.SendRequestAsync(address);
        return Web3.Convert.FromWei(balance.Value);
    }
}

Unreal Engine 5

1. Platform Setup for PS5

In your project's DefaultEngine.ini:

[PlatformSettings]
+Platforms=PS5

[PS5.Device]
bAllowLive=false

2. Input Management with DualSense

Configure input settings in DefaultInput.ini:

[/Script/Engine.InputSettings]
+ActionMappings=(ActionName="Jump",Key=PS5_X,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
+AxisMappings=(AxisName="MoveForward",Key=PS5_LeftStickY,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=PS5_LeftStickX,Scale=1.000000)

In your character class:

void ACryptoQuestCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    PlayerInputComponent->BindAxis("MoveForward", this, &ACryptoQuestCharacter::MoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &ACryptoQuestCharacter::MoveRight);
    PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACryptoQuestCharacter::Jump);

    // Setup DualSense features
    SetupDualSense();
}

void ACryptoQuestCharacter::SetupDualSense()
{
    // Enable haptic feedback and adaptive triggers
    IDualSenseController* DualSenseController = Cast<IDualSenseController>(PlayerInputComponent->GetGamepadController());
    if (DualSenseController)
    {
        DualSenseController->SetHapticFeedback(0.5f, 0.5f);
        DualSenseController->SetAdaptiveTrigger(EAdaptiveTriggerType::Resistance, ETriggerAxis::LeftTrigger, 0.2f, 0.8f);
    }
}

void ACryptoQuestCharacter::MoveForward(float Value)
{
    if (Controller && Value != 0.0f)
    {
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);

        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
        AddMovementInput(Direction, Value);
    }
}

void ACryptoQuestCharacter::MoveRight(float Value)
{
    if (Controller && Value != 0.0f)
    {
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);

        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
        AddMovementInput(Direction, Value);
    }
}

void ACryptoQuestCharacter::Jump()
{
    // Implement jump logic
    Super::Jump();
}

3. Advanced Graphics Optimization

Using Unreal Engine 5's capabilities:

void AGraphicsOptimizationManager::EnableRayTracing()
{
    if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EXRDeviceType::HMD_PS5)
    {
        UE_LOG(LogTemp, Log, TEXT("Enabling Ray Tracing for PS5"));
        GEngine->Exec(nullptr, TEXT("r.RayTracing.Enable 1"));
    }
}

4. Blockchain Integration

Using Unreal's HTTP module for blockchain interaction:

void ABlockchainManager::GetBalance(FString WalletAddress)
{
    FString URL = "https://polygon-rpc.com";
    FString Payload = "{\"jsonrpc\":\"2.0\",\"method\":\"eth_getBalance\",\"params\":[\"" + WalletAddress + "\", \"latest\"],\"id\":1}";

    TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
    Request->OnProcessRequestComplete().BindUObject(this, &ABlockchainManager::OnGetBalanceResponseReceived);
    Request->SetURL(URL);
    Request->SetVerb("POST");
    Request->SetHeader("Content-Type", "application/json");
    Request->SetContentAsString(Payload);
    Request->ProcessRequest();
}

void ABlockchainManager::OnGetBalanceResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
    if (bWasSuccessful)
    {
        FString ResponseString = Response->GetContentAsString();
        UE_LOG(LogTemp, Log, TEXT("Balance Response: %s"), *ResponseString);
    }
    else
    {
        UE_LOG(LogTemp, Error, TEXT("Failed to get balance"));
    }
}

These advanced snippets provide a robust foundation for developing CryptoQuest: The Shards of Genesis on PS5 using Unity and Unreal Engine 5, ensuring optimal performance and integration with PS5's unique features.

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