Tier 3
Series 205
205E: The Device Switch
"If the player picks up a gamepad, the UI should say "Press A." If they touch the keyboard, it should say "Press Space." A Pilot uses the `PlayerInput` component to detect the active Control Scheme."
The Concept: Control Schemes
Defining which devices work together.
* **Keyboard&Mouse Scheme:** Required devices.
* **Gamepad Scheme:** Required devices.
* **OnControlsChanged:** An event that fires when the user swaps input methods.
* **Keyboard&Mouse Scheme:** Required devices.
* **Gamepad Scheme:** Required devices.
* **OnControlsChanged:** An event that fires when the user swaps input methods.
Red Flag Detected
The AI Trap: "The Static Tutorial"
You ask the AI: "Show a tutorial prompt."
// AI-Generated Code: Confusing UI text.text = "Press Space to Jump"; // Audit Fail: The player is holding a PlayStation controller. // "Space" means nothing to them.
This is "Context Blindness." The game is ignoring the reality of the user's hardware.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Context Aware
void OnControlsChanged(PlayerInput input) {
if (input.currentControlScheme == "Gamepad") ShowButtonIcon();
else ShowKeyIcon();
}
Your Pilot Command
> A skilled Pilot directs the AI to listen for changes. You command: "Subscribe to OnControlsChanged and update the UI icons based on playerInput.currentControlScheme."