Resetting Input Manager to default

Last night I was screwing around with the Input manager and by the end of it I noticed that half my player control scripts were returning error after error. Is there an easy way to reset it back to it’s default?
Thank you,
Ombra

No easy way that I know of. How I do it is:

For the editor, I copy the “InputManager.asset” in the \Library folder from one project (that has the input manager settings I want) and past it into the same folder in my current project (making sure Unity is not running).

For a Windows player, I delete the input settings in the registry and re-start the player.

There might be an easier / faster way, but this is how I typically do it.

Thank you, that worked!

i make the locomotion tutorial

can you please post the path for the registry i cant find it.
i have reinstalld unity because i had the “shift key” not in the list
but no i have the “jump” not in to it ( screen atached )

this is my unity : ImageShack - Best place for all of your image hosting and image sharing needs
this is an emty project with the same unity installation : ImageShack - Best place for all of your image hosting and image sharing needs

edit :

i have deinstalled unity and run a registry cleaner.

after new insallation all settings are ok but if i start my projekt he kicks the “jump” tree komplett out ofthe “edit/input” manager.

if i start an new project the jump is inside. i load my projekt after that the “jump” will be deletet in the input manager

can it be that a script can kick the line ?

sry for my english

edit :

UnityException: Input Button Sneak is not setup.
To change the input settings use: Edit → Project Settings → Input
PlatformCharacterController.Update () (at Assets/Character Controller Scripts/PlatformCharacterController.cs:35)

its the same : no “sneak” to find
the code range

	if (walkMultiplier!=1) {
			if ( (Input.GetKey("left shift") || Input.GetKey("right shift") || Input.GetButton("Sneak")) != defaultIsWalk ) {
				directionVector *= walkMultiplier;
			}
		}
		
		// Apply direction
		motor.desiredMovementDirection = directionVector;

this line is the problem in the error message

if ( (Input.GetKey("left shift") || Input.GetKey("right shift") || Input.GetButton("Sneak")) != defaultIsWalk ) {

edit 2 : i have copied the unity projekt to my other pc and installed unity the 1. time on this
after starting the projekt it comes the same “shiftkey” failure.

Bump. I would love to see a reset input option in the dropdown that resets the input manager to defaults. it’s easy to mess up when you’re playing with it.

Cheers.

Just to have the answer too here in case anyone finds it by searching: click the gear icon and select “reset”.

–Eric

5 Likes

Hi Eric, asking here as well,

there is two gear icons actually, one on the right that expand or retract the input manager, and one on the left that doesn’t react to my mouse or right mouse, it has a small arrow on its bottom right side, but I fail to make it popup any options at all, hopefully, it’s just me trying to do something to simple and to early in the morning… :slight_smile: I am on a mac, maybe that makes a difference.

Jean

i opened a ticket for this when it was still in beta, it’s still not working for me.

I’m on a Mac, works fine here.

–Eric

2 Likes

just in case someone cares where the controls are stored in the windows registry for builds i found mine in:

HKEY_USERS/“a bizzar long number that i think is different on everbodys machine”/Software/“your company name from the player settings”/“your game name from the player settings”

Does this work for you on Unity 4.6.2 mac?

Yep.

–Eric

Mine was working fine, and a did a Input Manager->Reset , not a good idea…now mouse movement gone…:sweat_smile: using UnrealFPS , but the Input Manager setting in UnrealFPS not the same as ProjectSettings->InputManager…still checking …

1 Like

You should have created your own thread; the last post in this one is almost four years old.