Hello all!
I’ve recently started working on implementing the new Input System 1.3.0 into my game, in preparation for gamepad support and console porting.
While it’s been quite the learning experience, I’ve been pretty happy with the results so far and the ease of setting up new actions. However, I’ve reached a roadblock with Rebinding.
Previously, I was using a custom input manager I wrote, and the Input class had a variable tracking which control type it belonged to, and whether or not it should display in the rebinding menu (so that system controls like Mouse Look or Escape could be hidden and not rebindable), and this made it easy to iterate through all of the inputs and only display what I wanted.
I was able to get the iteration part of this working easily, to go through my action maps and generate a list of UI buttons for each control - however, this pulls EVERYTHING - keyboard, gamepad, and system controls I don’t want to rebind. Basically, I’m trying to figure out two things:
- Is there a way to designate that a certain action or binding should be hidden, aside from just manually building a list or putting some kind of string marker in the binding name?
- Is there a way to check which control scheme a binding belongs to? I’ve got my bindings assigned to schemes based on Keyboard vs. Gamepad, but I’m having trouble finding a way to check which device/scheme the input is intended for. If I could check that, I could easily filter these actions down.
Thanks in advance!