InputManager
lazynput
InputManager | lazynput | |
---|---|---|
8 | 5 | |
583 | 9 | |
- | - | |
0.0 | 5.0 | |
almost 3 years ago | 10 months ago | |
C# | C++ | |
GNU General Public License v3.0 or later | zlib License |
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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.
lazynput
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Building a racing game, any steering wheel libraries out there?
I have not done racing games input and FFB, but I have done efforts having good input support in other games. Bad support bothers so much that I wrote a library for gamepads: https://github.com/Sentmoraap/lazynput
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How hard is it to add Gamepad support for your game?
for good defaults, consistent mappings and displaying labels on non-Xbox controllers there is Lazẏnput
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Do these two styles of prompts layouts have distinctive names to differentiate themselves?
You should check Lazẏnput, part of it's goal is to fix that problem.
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Lazẏnput, a library for having gamepad mappings and button names, usable with SFML
Github link.
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[Discussion] We miss a FOSS couch-friendly game dashboard, so why not just make one?
Since you are talking about controller support, this could be useful: https://github.com/Sentmoraap/lazynput
What are some alternatives?
ParticleEffectForUGUI - Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
gamescope - SteamOS session compositing window manager [Moved to: https://github.com/ValveSoftware/gamescope]
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
SDL_GameControllerDB - A community sourced database of game controller mappings to be used with SDL2 Game Controller functionality
UIEffect - UIEffect is an effect component for uGUI element in Unity. Let's decorate your UI with effects!
gamescope - SteamOS session compositing window manager
baton - An input library for LÖVE.
Impulse - XInput rewritten using Windows.Gaming.Input API to support Xbox One impulse triggers
UniSense - The Unity extension for DualSense controller
InputSystem - An efficient and versatile input system for Unity.
Steamworks.NET-Test - Test project for Steamworks.NET