So i created this small custom KeyInput Class that i intend to use for the game to provide a better gameplay with broken controllers…kind of a stretch but accessiblity is a big part of my game design so…yeah…anyways…as of now…i have to define a KeyInput variable in every script and then call it like…
//for example heal is my KeyInput variable
if(heal.Down())
{
//Do Something
}
I want to make a Input manager of sorts in which i can make custom KeyInput variables universally. Something like how Color.red and Vecor3.forward…but just make it a MonoBehaviour script so that i can implement customising controls… that i can call simply like
if(GI.heal.Down())
{
//Do Something
}
or maybe create a custom function within the GI in which i can pass a string and use it similarly to the basic Old input system…my question is…how do i create this GI thing? Im an intermediate in unity and i don’t really know how to do these sorts of things…I know it may involve creating directives like using UnityEngine and stuff…I couldn’t find any useful resource online about this…but if you do know any…please tell me…thanks in advance