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: jInput Mapping : - Input Setting in Game [RELEASED]

Discussion in 'Assets and Asset Store' started by myouji, Apr 3, 2014.

  1. myouji

    myouji

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    jinputlogo.png
    [ jInput Mapping ]

    jInput easily add input setting system(It is also called Input Mapping, Key Config, Key Assign) in your Game.
    It is possible to assign any input device for any operation freely.
    You do not have to worry to difference of behavior Axis/Key/Button.
    jInput will remove obstacles between your Game and player input device!

    header01.png

    Features:
    • You can use immediately just place one object in accordance with ReadMe
    • GamePad, JoyStick, KeyBoard, and Mouse can use same time
    • Freely assign, can get anomaly setting, e.g. JoyStick Axis to GetKeyUp
    • Script you write is in accordance with the Unity standard Input, so your learn so far can be used almost as it is
    • Configurable 1-4Players connect to the one game machine
    • Two versions of UI, made of UnityGUI and 3D Object
    • Written in C# and comes as full source code for you
    • Design makes easily, pour the font and texture and change the color
    • Save mapping data Not use PlayerPrefs in standalone, so Not use the Registry

    jinput01b.png
    Reference example of design



    First of all, try the demo would work with the environment you like.
    And you can also try the feeling of use on Unity with Trial version UnityPackage that limited functions.
    Demo and Trial Page >>


    If you have questions or want to say an opinion, you can reply to this thread!*
    Of course you may ask a question and assess before you buy!


    If you like jInput, can buy from the Asset Store page >>




    For more information after got, please visit the explanation page.

    ご購入後の日本語での詳しい解説ページはこちら


    * 書き込みは日本語で書いてくださっても大丈夫です。



    And then after got, please review in Asset Store page.
    Your praise or point out will be a source of my motivation!
     
    Last edited: Jul 28, 2016
  2. myouji

    myouji

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    Last edited: Jun 4, 2014
  3. kiyobta

    kiyobta

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    is it compatible with graphic tablet...for more specific wacom bamboo cth460
     
  4. myouji

    myouji

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    Hi,kiyobta!
    It works fine in test using my wacom tablet.(However model number is different)

    In detail, pen touch is to function as left click of the mouse.
    It is 'mouse0' in terms of the key code.
    For other buttons operation is controlled via the wacom driver application,
    therefore tablet buttons work the operation can be recognized by Unity, depend on settings in the wacom tablet driver application.

    jInput should be able to apply behavior recognize by Unity. Please try the Demo if you possible!
     
    Last edited: May 22, 2014
  5. kiyobta

    kiyobta

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    thanks for the explanation....
    very appreciate that...

    unfortunately,,,,my unity is 4.3.3 T T sobs
    :(
     
  6. myouji

    myouji

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    Hmm...unless you have a specific reason, it may be good to update Unity4.3.4.
    And wacom tablet driver is a little unstable, so there could be the possibility that your tablet driver is not working well.
     
    Last edited: Jun 15, 2014
  7. myouji

    myouji

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    Hi, guys.
    I have modified the Demo page was not able to play in some browser, because wordpress blog plug-in stopped update.
    Sorry, please try again if you were not able to play the Demo until now.
    If you can not play the Demo yet, please feel like to say!
     
    Last edited: Jun 13, 2014
  8. rezilausiv

    rezilausiv

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    Is your input manager supporting game pads on android too?
    Unity is not supporting this by default....

    Visualzer
     
  9. myouji

    myouji

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    Hi, rezilausiv.
    Information is too small and I can't say for sure.
    I confirm your post in forums, apparently does not working the analog stick of game pad you have in Unity?

    In that case, see the ScreenShot in most under of here, Horizontal or Vertical in that window(Not(+)(-)).
    If don't work analog stick in that, It will never work anyhow in Unity.
    So I recommend you try it, if your game pad can be used at PC too.

    If the game pad in general, I think not much its potential special signal that can not be recognized by Unity.
     
  10. rezilausiv

    rezilausiv

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    Hi

    Fact is, that only the left analog joystick works by default, the right one not. Even all is stetted right in Unity Input Manager. (The left joystick mapped for Horizontal/Vertical input, the right joystick for Mouse X/Mouse Y input)

    On the other hand the same game pad (idroid from Snakebyte) works just perfect with the game "Shadowgun" made with Unity. The left joystick for move, right for looking around.

    That means it must exist a solution with Unity to get the gamepad work.
    Unity don't helps in this case at all. And nobody in the community can help too.

    The last hope: Your input manager helps here.

    rezilausiv > < visualizer
     
  11. myouji

    myouji

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    As the name suggests, Mouse X and Mouse Y are the notification of mouse movement.
    In usually, these are ignored except PC game of use mouse, so It can be said a little inimitable.
    Code (CSharp):
    1. void Update () {
    2.                 float mouseX = Input.GetAxis ("Mouse X");
    3.                 float mouseY = Input.GetAxis ("Mouse Y");
    4.                 if (Input.GetAxis ("Mouse X") != 0 || Input.GetAxis ("Mouse Y") != 0) {
    5.                         Debug.Log (mouseX + "/" + mouseY);
    6.                 }
    7. }
    The script is writed like this, can be detected right joystick of your game pad?

    If it is not still work, further following to under.
    inputx.png
     
    Last edited: Jun 10, 2014
  12. rezilausiv

    rezilausiv

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    Please have a look at our settings within the Input Manager:

    As by default "Horizontal" and "Vertical" has two "slots" (one for the input by buttons and one for input by joystick)
    we also add an additional input slot for Mouse X and Mouse Y for joystick inputs.
    But while the left joystick on our gamepad works for "Horizontal/Vertical", the right one doesn't for "Mouse X/ Mouse Y"
     

    Attached Files:

  13. myouji

    myouji

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    I have made a Demo file for Android of this asset.
    Try this with your game pad and if it will be recognized, I will be glad if you buy my asset.
    Because that way easy and that is the meaning of my asset.

    There is a link for Demo file in this page, just under the UnityWebPlayer.
    I hope that you will be helped by this Demo file.
     
    Last edited: Jun 11, 2014
  14. rezilausiv

    rezilausiv

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    Hi

    I would pay even more than 10 USD for your asset if you get to work a game pad in Android as it does by "Shadowgun" (made with Unity).

    Your demo file for Android produces errors with the compiler. (Look at the screenshot) is it compatible with Unity 4.3/4.5? There is no demo scene included. Means I first have to buy and load your asset right? And than place dose demofiles into the asset folder?

    OK so done. I purchased your asset. But still get errors.
     

    Attached Files:

  15. myouji

    myouji

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    .apk file(that Demo file) is intended for use with installed on your Android device.
    Not on Unity.
    On my Android device, Android ver4.4.2, that Demo file works normally.

    Thank you for your buying.
    If your game pad can work on PC, can try on Unity with this asset.
    Or you can build this asset for Android your own.
     
    Last edited: Jun 15, 2014
  16. rezilausiv

    rezilausiv

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    No! That demo was a ZIP file with an asset folder included. .. see the screen.

    Would be great, if you spend a demo with a simple FPS in the scene to see that the left joystick works for move and the right one for looking around.

    Can you do this in a future version of your asset?
     

    Attached Files:

  17. myouji

    myouji

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    I have tried myself again download and unzip that zip file, in my environment of PC on Windows, that zip file is normally and .apk file in it.(It is ScreenShot)
    There are some possibility, your zip file is corrupted in download or failed to unzip or etc.
    Successfully download and unzip normally, you should get the .apk Demo file.
    But you can already build this asset for Android yourself, there would be no need to that Demo file in zip.

    It is possible only you to all know your environment of PC and grasp knowledge you have, so there is a need to solve yourself to some extent.
    Of course I transact a problem if give me to point out the cause.
    I cannot know accurate reason at present that you can not have got .apk file.

    Unity has some big reform plans ahead, UGUI and to be abolished current WebPlayer.
    At that time, there is a possibility of adding some changes this asset.
    However, it is only future me that know the details, not at that time still.
     

    Attached Files:

    Last edited: Jun 20, 2014
  18. myouji

    myouji

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    Hi, Jeff. I'd consider to video description.
    But I want to change more clearly this asset, so it may not make video immediately.
    Perhaps content will be different the description.

    At present, there is a description site.
    Or if you tell me have you jammed in any procedure, I will explain.
    In that case, I hope to use e-mail if you want to write the source code.
    It would solve faster than wait for video.
    myoujing4@gmail.com
     
  19. myouji

    myouji

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    Hi, guys.

    It will be released soon Ver1.22.
    From this, when you import the asset, automatically perform initial setting to use jInput.
    This behavior is moved by 'ImportSet' folder, so you want to re-import on a version update, please be careful automatically replace InputManager.asset in ProjectSettings folder.
    If you do not want this, there is no need to install 'ImportSet' folder.
    (Can be selected in the checkbox when import)

    And I made a few bug fixes, you must to update only mapper.cs at least.

    The description site is applied to this change after a little.
    Best regards!
     
  20. myouji

    myouji

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    Hi, guys.

    I will release ver.1.3 later this month.
    It is simplified and automation the most method of basic settings.
    These are very easy, and almost complete in Inspector window.
    There are many changes of script in that version, so there is a need to re-import of all if you are already using this asset.
    But simplification of the basic settings, not the new features, so there is no need to be updated in a hurry
    if you already has ended built-in this asset in your game.
    However, please note that the explanation site would be rewrited for the new version after release it.
    Conversely, it will be able to use pretty easily for those who touch this asset after that version.

    I hope you will be looking forward to it!
     
    Last edited: Jul 12, 2014
  21. davbar9

    davbar9

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  22. myouji

    myouji

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    Hi, davbar9.
    If that being used signal that can detect by Unity Engine, be supported this asset.
    (conform InputManager of Unity)
    If Unity is not able to detect signal of it, this asset too.

    I investigate that software, mapping system is already attached itself?
    That software is equipped with various functions, so I can not declare without practice that compatible with you suppose to use.
    If you have that software, please try this asset Demo for Android.
    (download in this page and install in your Android device and try mapping.)
     
  23. myouji

    myouji

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    Hi, there.
    Now, this asset is selected 24 HOUR DEAL!
    Please look into it on this occasion!
     
    Last edited: Jul 12, 2014
  24. myouji

    myouji

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    24DEAL sell finish!
    Thank you everyone!

    A new version coming soon, so I encourage to wait 1-2weeks to incorporated in your game.
    I hope you can understand.
     
  25. myouji

    myouji

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    Hi, guys.
    I sent the new version of this asset for Asset Store team.
    If there is no problem, it will be probably released between from a few days to later this month.

    Please be note! As I said previously, the explanation page also be updated at that time.
    This time, basic tasks become really easy, which corresponding to the USE chapter in that page.
    Best regards.
     
  26. myouji

    myouji

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    Hi, guys.
    Ver.1.3 is Out!!
    This time, most of the basic configuration is done in only Inspector window.
    The onerous procedures has been automated, it is very easy settings for you.
    (the USE chapter in explanation page)
    I hope you enjoy it!

    jInput3e.png


    [Future outlook]
    I want your opinion!
    Your compliment give me some motivation, or your complaint make me to fix as much as possible it.
    Please write your opinion on here or review or rating in asset store page.
    I think improvement,
    - Add system that is direct assigned by pressing the key you want to set as the default key
    - Most settings from the Inspector window(the Detail chapter in explanation page)
    I want you to tell me if there is a demand!

    Thank you for your using jInput!
     
    Last edited: Jul 26, 2014
  27. myouji

    myouji

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    Hi, guys.
    Ver.1.4 will be released in the middle of August.
    This time, it will enable input mapping for multiplayer in the same place.
    For example, frends meet in one room and connect four GamePad to the one game machine.
    In this case, each frend can set a different input mapping.

    And, namespace is added in the current version, but it disappears again in the next version.
    Furthermore please be note, the explanation page also be updated in this time, too.
    Sorry frequent do it, best regards!
     
    Last edited: Aug 19, 2014
  28. myouji

    myouji

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    Hi, there.
    Ver.1.45 is OUT, but the explanation page for Ver1.45 still have not been finished writing.
    I will properly report here by completing it in a few days.
    I hope this doesn't cause too many problems with you.
     
  29. myouji

    myouji

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    Hi, guys.
    Ver.1.46 is Out!!

    This time, it is make possible to set input mapping for multiplayer in the same place.
    For example, frends meet in one room and connect four GamePad to the one game machine.
    In this case, each frend can set a different input mapping.

    jinput146e.png


    And it became that the necessary GameObject is generated automatically at the scene start.
    It get rid of your troublesome by place the GameObject manually.
    This is fulfilled the request of a user.
    I think to meet the demand from you, so please tell me your requests.

    If you need more information, look at the explanation page.
    I hope you enjoy it!
     
    Last edited: Aug 19, 2014
  30. myouji

    myouji

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    Hi,there.
    Demo scene of Ver.1.46 have a bug, if you open and close the input mapping window, DemoCube become not move.
    This bug is concomitant with DemoCube only, so you do not worry if you use this asset actually in your game.
    Sorry, this bug will be fixed in a few days as Ver1.47, but there is no problem even if used as is.
     
  31. rezilausiv

    rezilausiv

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    Some Buttons are not detected .

    Please have a look at that graphic. It shows what your Mapping Demo scene (v. 1.46) is detecting from out this gamepad (iDroid Snakebyte) with an Android 4.4.2. device. Some of important buttons lacks.
     

    Attached Files:

  32. shkar-noori

    shkar-noori

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    does it support Dualshock®4 ?
     
  33. myouji

    myouji

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    Hi,rezilausiv.
    Pleasr look at under image.
    Buttons which is surrounded by a blue circle, these for function of unique the game pad, maybe it does not emit a signal to the Unity.
    Buttons which is surrounded by yellow circle, please make sure whether these work in the standard input system of Unity.
    Unity can sense buttons number of the specification 0-19 only.
    http://docs.unity3d.com/ScriptReference/KeyCode.html
    And most GamePad, buttons are allocated in the number range.
    This number is also determined by the driver software.
    (For example, GamePad of PlayStation3 is used on the PC, it is different number of buttons by driver software)
    In your image, number of buttons are biased towards the limit number, so those buttons may not be able to detected by the Unity basically.
    If it is likely, it need a mechanism of to sense the signal other than the Unity basically. (DirectInput and so on)
     

    Attached Files:

    Last edited: Aug 26, 2014
  34. myouji

    myouji

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    Hi, Shkarface Noori.
    Yes, all joysticks and buttons are working on this asset as far as I found out.
    This asset correspond joysticks and buttons that be able to detected by Unity.
    (With the exception of touchpad and motion sensor. Those are detected by Unity, but no need to mapping.)

    If you have Dualshock®4, please try the Demo of this asset!
    http://myoujing.wpblog.jp/en/jinput/
     
    Last edited: Aug 26, 2014
    shkar-noori likes this.
  35. myouji

    myouji

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    I received ask from the user, he want Player1 set input by only Keyboard, and Player2 set input by only GamePad.
    I write the answer here.

    Code (CSharp):
    1.  
    2. if (PlayerNum != 1 && OperateItemLine != true && MappingMode != false) {
    3.         if (PlayerSelectNum == 1) { // Player1 : Except GamePad Input (Keyboard and Mouse)
    4.                 if (CurrentInput.Length > 8) {
    5.                         MapNameExclude = CurrentInput.Substring (0, 8);
    6.                         if (MapNameExclude == "Joystick") {
    7.                                 Debug.LogWarning ("[jInput] This mode cannot set GamePad.");
    8.                                 return;
    9.                         } else {
    10.                                      
    11.                         }
    12.                 }
    13.         } else if (PlayerSelectNum == 2) { // Player2 : GamePad Input Only
    14.                 if (CurrentInput.Length > 8) {
    15.                         MapNameExclude = CurrentInput.Substring (0, 8);
    16.                         if (MapNameExclude == "Joystick") {
    17.                                      
    18.                         } else {
    19.                                 Debug.LogWarning ("[jInput] This mode can set only GamePad.");
    20.                                 return;
    21.                         }
    22.                 } else {
    23.                         Debug.LogWarning ("[jInput] This mode can set only GamePad.");
    24.                         return;
    25.                 }
    26.         }
    27. }
    28.  
    The above script is inserted into the points described below.
    This is predominantly the clarity, so you can make the apposite adjustments if necessary.
    Be careful, the above script does not work when put as a method.

    "CurrentInput = "
    Find this sentence in jInputSettings.cs, and insert the script into directly under this sentence.
    There are six places in all.
    You are done.


    I will answer as much as possible in a clear question and demand.
    Tell me your opinion!
     
    Last edited: Aug 26, 2014
  36. myouji

    myouji

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    Hi,guys.
    Ver.1.49 will be released in a few days.
    In current Ver.1.48 have a little bug in built your game,
    so I want you to update soon when out it if you are using a version of it below.

    Be careful, the explanation page is already updated to the contents for the new version.

    In new version, It work automatically determine the initial setting when import.
    It does not overwrite Unity settings file and add new necessary values,
    so previous settings are retained, your settings and other assets settings.
    You are not need worry of all when import this asset.
    And most values can be changed in Inspector window, so it is held when re-import
    after that version, such as your color changes.

    Best regards!
     
    Last edited: Sep 10, 2014
  37. myouji

    myouji

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    I received ask from the user, he want mouse move set input mapping.
    I write the answer here.

    First, I make this asset impossible to set the mouse movement.
    There are two reasons:
    - most game that requires mouse move, Aim movement in FPS or move the cursor pointer, so there is little need to change input mapping
    - In scene to press a key to be set the mapping, if player moving the mouse and set it, he must not move the mouse when set to other functions

    So I think a good way, mouse move is used the standard input script of Unity at a fixed, and one more same function are used this asset.
    That way, 'mouse move' and 'set the player(GamePad or keyboard)' can be used in same time.
    About the standard input script of Unity, follow under image, and write
    Input.GetAxis("Mouse X")
    Input.GetAxis("Mouse Y")
    you get float value of mouse move.

    If your game a special and need a set input mapping of mouse move absolutely, consult in detail again.
     

    Attached Files:

  38. myouji

    myouji

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    Hi,guys.
    Ver.1.49 is OUT.
    Although Again, Ver.1.48 have a little bug in built your game,
    so I want you to update for this Ver.1.49 soon if you are using a version of it below.

    And this time, it work automatically determine the initial setting when import.
    It does not overwrite Unity settings file and add new necessary values,
    so previous settings are retained, your settings and other assets settings.
    You will not need to worry of all from now on when import this asset.

    The next major update of this asset will come out after while when Unity4.6 is out.
    I want to tell me if you have a demand so far.
    I hope you enjoy it!
     
  39. myouji

    myouji

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    Hi,guys.
    The past few days, you were not able to look at the description page, because in the my circumstance that server contract renewal.
    Currently you seen from the following URL:
    http://kakatte.webcrow.jp/jinput/index_en.html
    in Japanese:
    http://kakatte.webcrow.jp/jinput/index.html

    Please note that not be used the URL in ReadMe.txt in the asset.
    In about a week later, this asset will be updated by adding some functions with the ReadMe.txt renewed.
    I thought it will do after Unity4.6 is coming, but late it. :(

    Best regards!
     
    Last edited: May 14, 2015
  40. myouji

    myouji

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    Hi,guys.
    jInput Ver.1.50 is Out!

    Changes in this version:
    -Default key settings are able to sorted by drag. Please look at the under image.
    Replacing default key setting and play the scene that you put jInput mapping window and press 'DefaultSet',
    it would be possible to confirm that the order is apply.
    - Fixed phenomenon that the values of the 'AxesAdvanceSettings' in Inspector window were back to
    the initial values when re-import this asset.
    After this version import, those values are maintained next time re-import.
    (Please note when you import the ver.1.50 first time, those values still return initial values.)
    -Some selection arrows integrate one, and it is flashed by script, become not use animation component.
    so it is easy to changed the color by material.

    The next update of jInput will come out after while when Unity4.6 is out.
    If you have a demand for this asset, I want to tell me during this time.

    I hope you enjoy it!
     

    Attached Files:

    Last edited: Dec 6, 2014
  41. myouji

    myouji

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    Hi, wheretheidivides.
    Are you want to operate two tank by each two GamePad?
    Yes, this asset configurable max 4 connect GamePad to the one game machine.
    It is also possible to set it for each two sticks in one GamePad.

    Either way, you don't need to program of that setting.
    That setting can be assigned from the Inspector window.
    Program you should have done is almost the same as the general input of Unity.
    I think, this asset is along to your needs.

    Please see under site if you want to ensure.
    http://myoujing.wpblog.jp/en/jinput/
    http://kakatte.webcrow.jp/jinput/index_en.html

    I hope your work will go well!
     
    Last edited: May 14, 2015
  42. myouji

    myouji

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    This asset is configured to handle easily even individual.
    So I do not feel the need to check the cooperate from other asset, because it is circuitous.
     
  43. myouji

    myouji

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    Hi,guys.
    It will soon be released ver1.51.
    It have a button to align each Input item at regular intervals.
    jInput UI dare not do auto align, because to be able to adjusted freely position,
    but it cumbersome when you want to align vertical neatly again.
    But in this Update, it has been eliminated that labor.
    (Incidentally, horizontal alignment coordinates are identical, so it is used the transform component of Unity standard,
    to select some Menu Items and entering in transform.position.x.)

    jinputvalign2.png

    Incidentally, jInput works normally in Unity4.6.
    Best regards!
     
    Last edited: Dec 15, 2014
  44. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    ver1.51 is OUT!

    This changes are just above.
    The explanation page will be updated in a few days.
    I hope you enjoy it!
     
  45. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there. And Happy New Year.

    The next version up of this asset, it is make possible to see the design settings apply
    to each color and text design, when not to play the scene too.
    Design work become easy considerably by this version up.

    However, Unity4.6.0 and 4.6.1 (patch0 ~) has a lot of bugs in Unity itself,
    so function in this version up do not work normally on Unity4.6.0.
    So, I think to publish the version up after then Unity4.6.2, it is more secure.
    The current version is no problem even if Unity4.6.x.

    Best regards!
     
    Last edited: Jan 15, 2015
  46. Noztradamuz

    Noztradamuz

    Joined:
    May 15, 2013
    Posts:
    6
    Hi, i was wondering, is there any chance to implement my own UI for mapping? I made already my input configuration window, using the new UI from Unity 4.6.x, and i don't want to change everything on my settings window, i just want to use the one than i have, can you help me please, in your documentation there's nothing explained on how to succesfully edit the mapping, and i don't want to be forced to use the mapping windows that comes with the asset.
     
  47. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, Noztradamuz.
    If you want the complete integration rather than about unified design, I think it takes too much time and effort.
    Because there are various situations each users game, screen structures, and platforms, and does not exist how to respond flexibly.
    So it is necessary to know in detail about your game, or enormous description of assumed various patterns.
    That is why I take a way roughly speaking, to separated the asset as Input mapping window, and controls its internal.

    For example, change in the slightly dark your game scene and overlaying this asset as a other scene by LoadLevelAdditive().
    It is Easy and without destroying your UI design, I think.
    (It is only wasted Input mapping UI already you made, but that is a very small loss when compared with other way.
    UI images are poured into this asset, loss of your work seems almost nothing.)

    If you seek the complete integration with your game, you would be no choice but to read the program of this asset,
    write some programs, and to be fused with your game.
     
    Last edited: Jan 25, 2015
  48. Noztradamuz

    Noztradamuz

    Joined:
    May 15, 2013
    Posts:
    6
    WHAT?...
    I only have 10 buttons and i want to be able to "remap" them betwen keyboard and controllers i don't have cross platform input, its only PC and MAC. I already have one COMPLETE options menu, and by that i mean graphics, audio and Input options, you are telling me that throw that its a small loss, no is not! i cannot just throw a different scene with the mapping window, i need to merge it in my design, changing that will lead to a redesing of the entire menu, that involves work by both me and the designer, is not "easiest" way, i thought your plugin was an easiest way to implement controller support, i mean your pluging may not be bad, but you need to clarify that it can only be used with a forced design in mind, im not starting a proyect i'm implementing it in a finished proyect, i cannot just throw away my work and my partners work, thats too bad really. you MUST clarify in the assetstore page that the plugin comes with a "semi-static" mapping window, and not "Easy setup and easy design" becuase its kind of a lie... thanks anyway.
     
  49. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, Noztradamuz.
    Once again myself, it is impossible to know all games making each user and any environments.
    It is unclear how to make you say from my side.
    It seems you made all things except for function, and intend to put function fit completely from later nothing without change.
    If it is, I think you should have confirmed the description site before you get this asset, it could have seen shortly.
    Sorry, I do not know what to do now.
    It might be possible to say something after I know in detail the specific point.
    I use your opinion as reference, and would be modified if necessary.
    Thank you.
     
    Last edited: Jan 30, 2015
  50. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    The next version 1.52 of this asset will come out in one week or so.

    As mentioned before, in the next version,
    it is make possible to see the design settings apply
    to each color and text design, when not to play the scene too.
    Design work become easy considerably by this version up.

    However, Unity4.6.0 and 4.6.1 have a lot of bugs in Unity itself,
    and there are some patches, it is troublesome.
    So in Unity4.6.x, I support you in Unity4.6.2 or higher version.
    If you want to use Unity4.6.x, you should use those version.
    In Unity4.5.x, you can use as ever.

    Best regards!