Timeline for Unity New Input System - What Is The Correct Way To Check If Any Button From An Action Map Was Pressed?
Current License: CC BY-SA 4.0
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| when toggle format | what | by | license | comment | |
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| Sep 30, 2023 at 15:57 | comment | added | PepeOjeda | Good to hear! Glad you found it helpful. | |
| Sep 29, 2023 at 17:23 | vote | accept | PayasoPrince | ||
| Sep 29, 2023 at 10:18 | answer | added | Nikaas | timeline score: 3 | |
| Sep 27, 2023 at 18:30 | history | edited | PayasoPrince | CC BY-SA 4.0 |
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| Sep 27, 2023 at 18:18 | history | edited | PayasoPrince | CC BY-SA 4.0 |
added 668 characters in body
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| Sep 27, 2023 at 16:56 | answer | added | PepeOjeda | timeline score: 1 | |
| Sep 27, 2023 at 16:19 | comment | added | Zibelas | Because an action map represents a direct action. Press X to jump, press square to fire, not that you are checking in the jump method call if you press the fire square. | |
| Sep 27, 2023 at 16:11 | comment | added | PayasoPrince | Thanks for the response @Zibelas! I'm a bit confused with why you think an Action Map seems wrong. The reason that I use an Action Map is so that the player can use whatever controller they prefer. So whether they use a PS4 Controller and hit 'X' or press the space bar on their keyboard, both can be mapped to 'Select'. That being said, I don't think the provided documentation solves my issue unfortunately. | |
| Sep 27, 2023 at 15:54 | comment | added | Zibelas | How big is the set of buttons? All keyboard keys or are we talking about a small subset of them or a controller? An action map seems the wrong way, since you do not want to bind actions in this case. But the new input system still allows you to read the values: docs.unity3d.com/Packages/[email protected]/manual/… | |
| Sep 27, 2023 at 14:51 | history | asked | PayasoPrince | CC BY-SA 4.0 |