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@The_Omega1123 Added the Caps Lock key.
@The_Omega1123 Looks like it's missing. Will try to add it today or tomorrow.
No, it doesn't support something like that at the moment. You can open an issue on Github and I'll look into it. Issues · daemon3000/InputManager...
The Unity input settings(bottom panel) look fine. For the imported control scheme I noticed some duplicate input actions which should be merge...
@Niklaus8 Can you paste the full error message you get with stack trace and all?
I have no idea. I haven't used Unity's new input system yet.
There is no support for merging input configurations at the moment. I will look into it this weekend.
Can you make a small test project where the issue can be replicated? I have can't really figure out what the issue is just from your description.
Did you do this? https://github.com/daemon3000/InputManager/wiki/UI-Input-Module
I updated the legacy branch. You'll most likely need to delete the saved input file first since it was probably written with the wrong culture...
Looks like you were using a very old version(almost 2 years old). I completely changed the way things work. Not sure if it will be practical for...
The plugin parses floats in only two place, here and here. You should place breakpoints there and see if it throws an exception and if it does...
Are you sure it's the plugin throwing the error? It works for me when I import the file(it uses the same loader as runtime loading so it shouldn't...
Can you upload the input file that fails to load so I can run some tests?
Export the control scheme(form the Input Editor go to the File menu and select Export) and send it to me together with a screenshot of the gamepad...
It most likely happens because you have a load script in there and it overwrites your inputs with an older version when you play the scene. Did...
The XInput adapter doesn't need gamepad profiles because it doesn't use Unity's input system. It gets the input directly through the DirectX API...
The XInput adapter is not just for Xbox controller. It works with any XInput compatible controller(e.g. steam controller, logitech controllers)....
Can you make a simple test project where I can replicate the issue?
You need to get a reference to the InputAction and then show the appropriate binding depending on your specific setup. private void...