WARNING!: This plugin is not stable yet!!
This plugin for Unity3D is the wrapper for Unity's New Input Manager.
With this plugin, you can:
- Handle key presses as your custom
enums
- Handle key presses in a 'frame-unlocked' manner
- "Hold frame count" with small effect from framerate fluctuation
- Rebinding the assigned key (i.e., key config.)
- Output the custom bindings as serializable dictionary format
- "Duplicate keys" detection; if rebind causes one key bound to two actions, the plugin will try to swap the binds between them instead
Using New Input System is a MUST!
If your game currently use the legacy input system, installing this plugin will also pull "com.unity.inputsystem": "1.4.4"
as its dependency and you will have to perform extra steps.
Also, you must acknowledge that the classes from the legacy input system (e.g., the Input
class) will be unavailable.
Depending on how you were handling the user input, you may need to modify a large chunk of your code.
Write the following in your manifest.json:
{
"dependencies": {
"com.clpsplug.input-manager": "https://github.com/clpsplug/inputmanager.git?path=Packages/com.clpsplug.input-manager/#base"
}
}
com.unity.inputsystem
and the legacy Input
-related classes cannot coexist, and Unity will prompt you to disable it.
- Restart your Unity Editor as told. This is required to disable the legacy system.
- After that, for all the scenes where you have EventSystem, replace Standalone Input Module with the new Input System UI Input Module.
- The Editor provides you with the easy migration button, but you will need to do it for each Standalone Input Module component you have in your project.
Clone the project
git clone https://github.com/clpsplug/inputmanager.git
Play the "Scenes/SampleScene.unity".
It is under construction, but it will be available at Wiki!