Hello,
Thanks for reading. The basic question is: Is it possible to change to change what keys are mapped to a particular axis/button in the input manager at runtime? I’ve attached a screenshot of the controls I’m trying to remap. One is an axis, called vertical. The other is a button called fire.
I’ve also included an example of the code for checking if a button/axis is being pressed for movement or shooting in-game. I haven’t added controller support yet, but I’d like a solution that won’t prevent it from being added later. Thanks
if(Input.GetButtonDown("Fire1"))
{
// Do something
}
InputMovement = new Vector3(Input.GetAxis("Horizontal"), 0 ,Input.GetAxis("Vertical"));
EDIT 1: Looks like this feature may not be available. Has it been added? How to access Input Manager via scripting? - Questions & Answers - Unity Discussions

There are lots of input managers on the asset store. There used to be only a few, so I made one with the functionality they were missing. Now there's a lot more competition. Pffthhgh. :)
– LoiusDuplicate question.... Answer: No Workaround: already stated
– Benproductions1The closest thing to what you want (besides third party) is the users ability to change the inputs when they launch the game.
– amphoterikIf people can write their own input managers, that gets around the problem. How does one write an input manager?
– artiePlease don't necro post something like that. Ask a general design question like that on Unity Forums.
– getyour411