Search Feedback

81
votes

Add the ability to rebind buttons and axes at runtime.

Input

-

-

As it is at the moment, we have to make our own input manager if we want rebindable keys, and in this day and age, if a game doesn't have rebindable keys it's pretty disappointing. Please add this fairly standard feature to Unity. At this point, there is no point using Input.GetButtonDown, Input.GetButtonUp, or Input.GetButton, as they're not rebindable at runtime! I assumed that it wouldn't be that big of an issue to rebind keys at runtime, and now I've got to go through all of my scripts and find every single time I make the player press a button and change it to use a key management script that I'll have to write and fill up my save files with. This includes the standard assets!

It looks very unprofessional to use the launcher, so runtime bindings are basically a necessity. Please add this feature, I know it's been requested before but seriously we need this.

Comments (1)

  1. Ba1baa3f0bad1e109a59bfb6a609ba33?d=mm

    Baste

    May 12, 2017 14:56

    It's in development. You can even try it: https://forum.unity3d.com/forums/new-input-system.103/

Your opinion counts

Help us make things better. Share your great idea for improving Unity or vote for other people’s.

Log in to post a new idea

Categories

All

(8933)

2D

(219)

Ads

(40)

AI & Navigation

(64)

Analytics

(90)

Animation

(295)

Asset Store

(217)

Assets

(487)

Audio

(156)

Cloud Build

(93)

Collaborate

(30)

Docs & Tutorials

(193)

Editor

(2063)

Everyplay

(13)

Game Performance Reporting

(12)

General

(804)

Graphics

(749)

GUI

(361)

Input

(143)

Licensing

(73)

Networking

(157)

Physics

(334)

Platforms

(401)

Profiling & Optimization

(68)

Runtime

(159)

Scripting

(1002)

Terrain

(151)

WebGL

(131)