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Scripting: Expose Input Manager settings

Scripting

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This has many benefits: for one, if you could read the input settings, in-game tutorials would be far better. Right now you have to use awkwardness like "press whatever key you have set to the fire button", or else go through the pain of making your own input manager just for this purpose.

Or in those cases where you don't have the built-in input manager and have to write your own anyway (web players, widgets), having access to input settings would allow the continued use of GetAxis and GetButton while being able to allow players to set keys, instead of having to use the less-than-ideal GetKey.

Also, you could change input settings on the fly, instead of (for example) having to create two axis setups using the same keys when you want the controls to behave in two different ways. This is especially awkward because then players have to set the controls twice in the input manager.

Response avatar

Schubkraft

Jan 24, 2018

Read about the development of the new input system here: https://forum.unity.com/threads/input-system-update.508660/

Comments (87)

  1. 6235754b80e28f8bd8016ecb5f2600c1?d=mm

    GuardHei

    Jul 04, 2018 13:00

    I thought the problem is basically InputManager is somewhat a ScriptableObject so that is not able to change during runtime. But I should say that the new InputSystem still has lots of bugs and malfunctions in many situations. Gosh!

  2. F64c8989614d497fec0299c2db9cc225?d=mm

    stechmann

    Jan 18, 2018 10:02

    i need this.

  3. 7266ecf6f9e511df68b29a0d8781235e?d=mm

    MaverickETC

    Oct 25, 2017 13:08

    There has to be a way to get access to joystick axis data through code without having to create an axis for 'every single' joystick in the Input Manager.

    It's possible to retrieve joystick button input from code via GetKey (JoystickXButtonY) and such, but it would be excellent to also get analog stick input (maybe with GetAxis or a new "GetJoystickAxis" perhaps) without having it previously set up.

  4. Dc665c1a0954cd4c5c3f77a067763b25?d=mm

    omar_u

    Sep 23, 2017 23:52

    Is there any movement on this feature? I see comments about it being on roadmap but is it the same issue as this post : ?

    http://answers.unity3d.com/questions/481093/possible-to-remap-input-manager-buttonsaxes-at-run.html

  5. B2bd5b5a69bc7e896b6516d9bee3cc51?d=mm

    mechPenSketch

    Dec 09, 2016 19:49

    I have spent half a day implemented the InputManager into my game before realizing that the tutorials will not be able to explain which button does what.

  6. 2eb12913e0e569caf124ddf854081b33?d=mm

    Hjalte

    Apr 26, 2016 02:02

    7 years now.. still gonna throw all my 10 votes at it. Unity, please.

  7. 6157a7b7db5948e9c97eb608e7a441e1?d=mm

    ZZantal

    Mar 30, 2016 10:51

    When you work a lot with unity you begin to realize how in reality the system works against you.

    It is a neat concept, although it is not polished, most of the stuff seems incomplete or never was there, leaving the asset store to fill the gaps.

    I gave this issue 5 votes, but I would like for the unity staff to know that our team is currently taking into consideration to move to another game engine, this last year with unity 5 was a pain in the a** to deal with.

  8. 7f9360da1ca6b970267a5c9f3dcc5e9e?d=mm

    sirflimflam

    Feb 12, 2016 18:24

    I can't believe something so integral is being treated like a second class citizen for more than half a decade. I wager this will be on the roadmap for years more before we even see a dent in this becoming a thing.

  9. 35617a04777824cf16f99569babeb454?d=mm

    mustafa

    Jan 12, 2016 01:06

    Look at "Rewired" in asset store and learn from it and make better input system please.

  10. D93fed2d654be710b223e58cebc681f1?d=mm

    Utoxin

    Jan 11, 2016 14:58

    Well, all 10 of my votes thrown on the pile, in hopes of pushing the priority up. I'm stunned that this isn't already possible, in at least a read-only fashion. Come on, Unity. Help us do a better job with UX!

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