The active device is the device that last received input. Now that you have everything set up, you can query for devices and controls. This variable is used in an override method called 'IsModuleSupported' InControl has, as I understand it, their own implementation of this called 'InControlInputModule'. There is an option in the inspector called 'Force Module Active'. By default, you can use 'StandAloneInputModule'. You can invert this behavior by setting the Invert Y Axis option in the InControlManager component. Unitys Event System needs an InputModule of some kind. Note: It is a good idea to alter the execution order of the InControlManager component so that every other object which queries the input state gets a consistent value for the duration of the frame, otherwise the update may be called mid-frame and some objects will get the input state from the previous frame while others get the state for the current frame.īy default, InControl reports the Y-axis as positive pointing up to match Unity. The primary API entry point is the InputManager class. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. The project is isolated under the C# namespace InControl. You need not adjust any of its settings for now. You can add it to the hierarchy through the editor menu: For convenience, there is a manager component included. Next, you'll need a script attached to a GameObject to initialize and update InControl. A warning will appear in the console letting you know when it needs to be regenerated. Note: InControl contains an editor script that will automatically check this asset. If you require some settings of your own, you can add them to the end of the newly generated list and InControl will do its best to preserve them. This will regenerate the ProjectSettings/InputManager.asset file. You can generate the proper setup for through the editor menu: InControl requires a very specific set of input settings in Unity.
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