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After using Unity for a while now, i fell in love with it.
Ofcourse there are a few (minor) flaws in unity and one of them is the inputmanager. On itself it works how it should be but the lack of calling it back from script to let players config inputs on the fly is a big downer for many...
therefore i present:
Unity Custom Inputmanager v1.4
- Very simple to implent in your project (new)
- Allows your players to customise inputs when u want
- Handles all keys,mouse and joystick input, including axes.
- Saves the configuration to 'PlayerPrefs'.
- This also works for 'webbuilds'
I release this for free because i got a lot back from the community allready, ofcourse i don't mind a donation![]()
go to this website to download it for free.
http://roidz.weebly.com/
Any questions about this can be asked here or to my email:
ward.dewaele@pandora.be
Have fun
EDIT: this is updated to v1.4
Changes from 1.3:
- 100X easier to implent in your project now
Download and check out the included PDF for a simple walkthru
Changes from 1.2d:
- Added the option to allow / disallow duplicate inputkeys,set in the inspector.
Changes from 1.2c:
- Fixed a bug that could cause joystick axes to behave weird
- Nicer look of the playtable -thanks to Starcruiser (Ian Kirkland)
- Menu buttons are now autocentered -thanks to Starcruiser (Ian Kirkland)
Changes from 1.2b:
- Fixed a bug that caused the right joystick input to be way too sensitive. (thanks to Starcruiser & bigkahuna)
Changes from 1.2:
- Fixed a bug that stopped u from increasing the amount of inputs
- Improved the looks a bit
Changes from 1.1:
- added full support for xbox360 controller (also the triggers) - this is tested on the mac, but untested on windows yet. Try it on windows please and let me know if it works or not.
Changes from 1.0:
- Added alternative inputbutton
- Changed some variables in the inspector to make things more clear
- Removed variables from inspector that shouldnt be visible
- Added a helpfile
- Download file as a zipfile now
Web Example of V1.3 how it could look ingame
http://users.telenet.be/ward.dewaele...nagerv1-3.html
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Thanks!
Thanx, I am gonna test it.
Maurice
Thank you for this!![]()
Yeah, it's a bummer that you can't access the Input manager through script, as it's so important for in game menus.
In Soviet Russia, game develops YOU!
Hello Roidz,
I have tested it and i have use for it.
The only fault it has when i click on one of the inputs, it expects that mouse 0 is the chosen key.
Maybe you can make next to the key input a change button, so when you click this with the mouse, you can input the chosen key, joybutton etc.
Keep up the good work.
Maurice
Do you mean that to start choosing a new key, u first have to click with the left mouse on the button ? I think thats normal behaviour.Originally Posted by Maurice
The only fault it has when i click on one of the inputs, it expects that mouse 0 is the chosen key.
Keep up the good work.
If you want to select a new input for a controll, just click once with the mouseon on a button, the button will be greyed out, this means that that button is gona receive the next input you will do, that can be a mouseclick, keyboard input, joystick button or axis, or even mouse axis (if you turn it on in the inspector).
Or do u mean you would like an option to turn off mouse input at all ? so players can not select mousebuttons as input ? - i can do this ofcourse, let me know if this is a requested feature.
I hope this helps,let me know if it doesnt.
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Good job Roidz! Well done.
Definitely will help me in the feature and save me some hours.
Thanx Roidz,
You are right, i click to fast.
I meant a separate button next to the other one, to click to make the selection, and that than you choose the mouseclick, keyboard input, joystick button or axis, or even mouse axis
But i try it the way you explained.
Maurice
ah i see... well isnt it better that you do that yourself, i mean, the functionality is there, how it looks i leave to the programmer itself. Personally i wouldnt like seperate buttons next to eich other to set input on/off. But if there are more people requestig this i might do it anyway.
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Thanks, now downloading and testing!
I updated the inputmanager to 1.1
this is updated to v1.1
Changes from 1.0:
- Added alternative inputbutton
- Changed some variables in the inspector to make things more clear
- Removed variables from inspector that shouldnt be visible
- Download file comes as a ZIP file now on request
- Added a helpfile
At first i forgot to mention this also works in webbuilds ofcourse !
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
This is great, but I tried to use the triggers on an xbox 360 controller, and the manager doesn't seem to recognize them. Is there any way to get the manager to detect the xbox 360 triggers?
In Soviet Russia, game develops YOU!
to be honnest ,i wouldnt know, i dont have a xbox 360 joypad so i can't test it myself, can u use the controller with the default inputmanager ?
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Yes. It works with your input manager. The only thing it doesn't recognize is the triggers. And I want it to be modifiable, so I can't use the default input manager.
In Soviet Russia, game develops YOU!
do u think u can come on the irc channel ? message me there.
I need to get some info to be able to do it. think i can add it with the correct info. I'm online now as |Roidz|
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Yep ok
In Soviet Russia, game develops YOU!
This is updated to 1.2
New in this version...
- Full xbox controller support (including left and right trigger)
tested on the mac (thanks to theinfomercial) - but untested on windows yet - soon we will test this on windows to make sure it works.
Link is in my signature or in the first post.
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
I have tested it on Windows and it works to the best of my testing ability. The gamepad mapping is of course different than it is on the Mac, and the triggers get mapped to axis 3 for negative and positive. This means that pulling both triggers will nullify their inputs. This is expected, as windows by default uses direct input instead of xinput. I don't know if there's a way to activate xinput, as I'm not sure if I even have it installed (couldn't find it).![]()
Regardless, the xbox controller is handled in the custom input manager very well, fully mappable, and should work for everyone.![]()
In Soviet Russia, game develops YOU!
Thanks for testing ,and great it works !
but i found a bug in my code, it wouldnt allow you to increase the amount of inputs without going in the registry.
This should be fixed in build 1.2b - like always: the link is in my signature or at the main page.
Changes from 1.2:
- Fixed a bug that stopped u from increasing the amount of inputs
- Improved the looks a bit
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread
Here's a webbuild to show how it would be working in your game.
Example of V1.2d
http://users.telenet.be/ward.dewaele...agerv1-2d.html
|||cInput 2 is out !|||
Check out cInput 2 - the scriptable inputmanager for unity !
cInput Forum Thread