I was following the TUT for Merry Fragmas FPS
after putting in a First Person controller and pressing play i could not move my mouse
and it was saying
ArgumentException: Input Axis Mouse X is not setup.
and i don’t understand it or what to do
here is the Script that was causing the issue
and i do apologize if i am just being stupid here
using System;
using UnityEngine;
namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific
{
public class StandaloneInput : VirtualInput
{
public override float GetAxis(string name, bool raw)
{
return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name);
}
public override bool GetButton(string name)
{
return Input.GetButton(name);
}
public override bool GetButtonDown(string name)
{
return Input.GetButtonDown(name);
}
public override bool GetButtonUp(string name)
{
return Input.GetButtonUp(name);
}
public override void SetButtonDown(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetButtonUp(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisPositive(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisNegative(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisZero(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxis(string name, float value)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override Vector3 MousePosition()
{
return Input.mousePosition;
}
}
}