InputManager
InputSystem
InputManager | InputSystem | |
---|---|---|
8 | 6 | |
583 | 1,396 | |
- | 0.7% | |
0.0 | 9.3 | |
almost 3 years ago | 2 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
InputManager
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Input fields and Steam gamepad support with Unity game
In my last project we used daemon3000/InputManager for rebinding with the old input system. Worked well, but it's been refactored heavily since the version we shipped with (now supports local multiplayer better I think).
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How hard is it to add Gamepad support for your game?
If you're using an engine, you should find a plugin that improves their gamepad support to handle gamepad mapping, switching, active detection. There's often free, open source solutions like InputManager for Unity, baton for love2d, etc.
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Do I need to add separate controls for xbox controller when I already have setup for gamepad? Whenever my button is detected it shows D-PAD[gamepad], D-PAD[xbox controller). I have only generic gamepad so I can't check if xbox controller will work with [gamepad] options.
I don't believe so, but i don't have much experience with this input system because i found it unintuitive. If you happen to give up on in too, I'm currently using this much easier alternative: https://github.com/daemon3000/InputManager/wiki/Getting-Started
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Need some help with some specifics for working with Inputs when most of the game logic will be done in FixedUpdate
For this project I am already making a VirtualJoystick object that will clean up inputs to be read by other parts of the program as well as store previous input states to be looked at later to help determine if the player has done things like double tapped a button or done a particular motion input. I will also be using a custom input manager (possibly this guy) to allow players to reassign keys at run time as well as handle some specific needs of the project.
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Need to vent about unity's new input system
However, this whole system is annoying to work with, doesn't support multiple controllers well, and doesn't support runtime remapping so people have stuff like InputManager to work around it -- by generating input settings for every possible input (like joystick_1_button_3) and creating an API to map strings against those inputs (which can be changed at runtime).
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Why You Should Use the New Input System in Unity + Overview
Yeah, I use this open source one for runtime rebinding in the old input system. Although I'm on an older version that assumed single input and have made a bunch of changes.
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Best controls for switching weapons in a top down shooter
See this C# example (uses Unity but you could replace InputManager_Unity.cs with an implementation that queries engine api). Or here's one in lua.
InputSystem
- Is it possible to use the new Input System in version 2017.1.2.p3?
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Errors when installing Input System
Just dropping the link if anyone else ends up with a similar problem
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I ported our game to Linux, here's how much we sold!
There's been 1 linux specific bug where Unity InputSystem failed to detect the correct keyboard layout for a user on Ubuntu 18.04 LTS. This was only when retrieving the key to display, and didn't affect how the game was played. I was going to write an issue, but never got around to installing Ubuntu (I run manjaro) and making a repro. Interestingly the user didn't have the issue when using Proton with the game.
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Issues with World-Space UI and Locked Cursor
I did some research, and a few small people have had this problem. I found a supposed 'fix' on the Unity InputSystem GitHub page here which claims to solve the problem. I cloned the repo, added the package to my project and began using the InputSystemUIInputModule on my EventSystem, however, even with the fix added, it's still not working.
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Input System - No Definition For WasPressedThisFrame()?
If you go to the github for it, it exists, line 1149 https://github.com/Unity-Technologies/InputSystem/blob/develop/Packages/com.unity.inputsystem/InputSystem/Actions/InputAction.cs
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Trying to learn DOTS..
On the GitHub of unity themselves, they have a repository with some samples. https://github.com/Unity-Technologies/InputSystem/tree/develop/Assets/Samples these are a few ways to use the system, I think they also had a different project but not sure on that.
What are some alternatives?
ParticleEffectForUGUI - Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
XboxKeyboardMouse - Keyboard and mouse for Xbox One streaming on Windows
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
unity-webxr-export - Develop and export WebXR experiences using Unity WebGL
UIEffect - UIEffect is an effect component for uGUI element in Unity. Let's decorate your UI with effects!
GoogleVR_Unity_Setup_Demo - Scene used in the tutorial to show how to install Google Cardboard's SDK into Unity and how to test Raycasts, Physics, movements and collisions
SDL_GameControllerDB - A community sourced database of game controller mappings to be used with SDL2 Game Controller functionality
UniSense - The Unity extension for DualSense controller
Impulse - XInput rewritten using Windows.Gaming.Input API to support Xbox One impulse triggers
VirtualMotionCapture - VRゲーム中にモデルをコントロール
EasyVirtualMotionCaptureForUnity - VMCProtocol Receiver asset for Unity. Easy to use! / バーチャルモーションキャプチャーなどVMCProtocolを受信してUnityに反映するスクリプトです。