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Step 5: Create the AppManager Object

 

In this step, you create an AppManager object to tell the system what to do when an input is registered.

For other steps in this exercise, see Exercise 4: Add Functionality.

 

To create the AppManager object: 

  1. From the Hierarchy view, right-click the InputManager object and select Duplicate.

 

  1. From the Inspector view, change the name of the InputManager(1) object to AppManager. This object will be used to tell the system what to do when an input is registered.

 

  1. From the Input Manager component, select the Gear icon and select Remove Component

 

  1. Click the Add Component button and select Scripts > Application Manager. When a user taps one of the buttons, the background - or texture - will change. Each of the three buttons in the scene will be tagged. This will tell the application what to do when a button is tapped. For example, if the Button_Advance object is tapped, the textures will cycle forward.

 

 

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