After using Unity for a while now, i fell in love with it.
Ofcourse there are a few (minor) flaws in unity and one of them is the inputmanager. On itself it works how it should be but the lack of calling it back from script to let players config inputs on the fly is a big downer for many…
therefore i present:
Unity Custom Inputmanager v1.4
Very simple to implent in your project (new)
Allows your players to customise inputs when u want
Handles all keys,mouse and joystick input, including axes.
Saves the configuration to ‘PlayerPrefs’.
This also works for ‘webbuilds’
I release this for free because i got a lot back from the community allready, ofcourse i don’t mind a donation :lol:
go to this website to download it for free.
Any questions about this can be asked here or to my email:
ward.dewaele@pandora.be
Have fun
EDIT: this is updated to v1.4
Changes from 1.3:
100X easier to implent in your project now
Download and check out the included PDF for a simple walkthru
Changes from 1.2d:
Added the option to allow / disallow duplicate inputkeys,set in the inspector.
Changes from 1.2c:
Fixed a bug that could cause joystick axes to behave weird
Nicer look of the playtable -thanks to Starcruiser (Ian Kirkland)
Menu buttons are now autocentered -thanks to Starcruiser (Ian Kirkland)
Changes from 1.2b:
Fixed a bug that caused the right joystick input to be way too sensitive. (thanks to Starcruiser bigkahuna)
Changes from 1.2:
Fixed a bug that stopped u from increasing the amount of inputs
Improved the looks a bit
Changes from 1.1:
added full support for xbox360 controller (also the triggers) - this is tested on the mac, but untested on windows yet. Try it on windows please and let me know if it works or not.
Changes from 1.0:
Added alternative inputbutton
Changed some variables in the inspector to make things more clear
Removed variables from inspector that shouldnt be visible
Do you mean that to start choosing a new key, u first have to click with the left mouse on the button ? I think thats normal behaviour.
If you want to select a new input for a controll, just click once with the mouseon on a button, the button will be greyed out, this means that that button is gona receive the next input you will do, that can be a mouseclick, keyboard input, joystick button or axis, or even mouse axis (if you turn it on in the inspector).
Or do u mean you would like an option to turn off mouse input at all ? so players can not select mousebuttons as input ? - i can do this ofcourse, let me know if this is a requested feature.
I meant a separate button next to the other one, to click to make the selection, and that than you choose the mouseclick, keyboard input, joystick button or axis, or even mouse axis
ah i see… well isnt it better that you do that yourself, i mean, the functionality is there, how it looks i leave to the programmer itself. Personally i wouldnt like seperate buttons next to eich other to set input on/off. But if there are more people requestig this i might do it anyway.
This is great, but I tried to use the triggers on an xbox 360 controller, and the manager doesn’t seem to recognize them. Is there any way to get the manager to detect the xbox 360 triggers?
Yes. It works with your input manager. The only thing it doesn’t recognize is the triggers. And I want it to be modifiable, so I can’t use the default input manager.
do u think u can come on the irc channel ? message me there.
I need to get some info to be able to do it. think i can add it with the correct info. I’m online now as |Roidz|
I have tested it on Windows and it works to the best of my testing ability. The gamepad mapping is of course different than it is on the Mac, and the triggers get mapped to axis 3 for negative and positive. This means that pulling both triggers will nullify their inputs. This is expected, as windows by default uses direct input instead of xinput. I don’t know if there’s a way to activate xinput, as I’m not sure if I even have it installed (couldn’t find it).
Regardless, the xbox controller is handled in the custom input manager very well, fully mappable, and should work for everyone.