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InputManager Alternatives
Similar projects and alternatives to InputManager
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UIEffect
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Impulse
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InputManager reviews and mentions
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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.
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Stats
daemon3000/InputManager is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of InputManager is C#.
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