Before publishing our level, we need to spend some time configuring settings according to our needs. In this section, we will look into the settings available under Edit | Project Settings of the top menu, namely, Input and Quality.
We'll go to Input first. Just like it sounds, input contains the entire array of key bindings available in the level.
Just like as any array in Unity, the number of slots is controlled by the Size parameter. By default, Unity has 18
binded keys that you can use out of the box or change based on your needs.
In order to properly set up keys, we have the following configurations:
Name: Obviously, this determines how the button will be named. However, there are few things to consider when deciding the name for the button. First of all, changing the name of the button mid-development can cause some scripts to break, as programmers will most likely reference Name of the input in the code (and will be correct to do so as it allows for simple button reconfiguration...