Does Unity still require a third party program to remap keys during runtime?

That seems to be the answer I’m coming up with, but it just seems so unbelievable that there wouldn’t be simple script functions to let a player remap their keys and then immediately play with those keys.

Take a look at Lua script.
It fits fine if i understand well what you mean.

It’s never needed a third party program to do that. You can do it yourself without much difficulty, although it would definitely be nice if the input manager was properly scriptable (or indeed scriptable at all).

As for Lua, that’s not related to the topic in any way so I’m not sure where that came from…

–Eric

well… I didn’t get it so. Hehe

Um… how?

In any case, yes, a more robust input system would rock. There’s one on the Asset Store that’s not only more flexible with regards to this, but also has a whole bunch of other handy stuff like providing you with platform-specific sprites to make GUI creation easier and so on.

Even just some updates to the existing GUI would be nice, like an improved input method for selecting axes and buttons (as opposed to typing in something and hoping it doesn’t just disappear).

For keys (including mouse buttons) it’s pretty trivial; do Input.GetKey(forwardButton), where forwardButton (or whatever) is a KeyCode that the user assigns in some kind of configuration screen. Axes are more involved, since you’d have to set up several options in the input manager and then switch as needed between them at runtime.

–Eric

I didn’t realize that KeyCode’s also include joystick buttons. That’s handy. Is it new or did this part of the documentation…

… lead me astray?

As for axes… sure, lets call it “more involved”.