CQTSOG‐ PS5 - CreoDAMO/CQTSOG-MMORPG GitHub Wiki
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.
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();
}
}
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");
}
}
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");
}
}
}
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);
}
}
In your project's DefaultEngine.ini
:
[PlatformSettings]
+Platforms=PS5
[PS5.Device]
bAllowLive=false
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();
}
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"));
}
}
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.