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Sure. UserInputData just contains some data I may want to reference later relating to an input user. public class UserInputData { public...
*Bump* I would love to have this feature. I'm in a similar situation. Every project I create for certain useful reasons looks like this:...
Basically, I'm wondering how one would go about coding something that isn't: transform.MoveTowards(transform.position, player.transform.position,...
I don't completely understand but I am assuming you are referring to the PlayerInput component. The InputUser API, as far as I know is not related...
You can get it by referencing the InputUser like this: InputUser user = InputUser.PerformPairingWithDevice(device);...
I too had trouble finding and understanding things on this topic and I'm glad to help! I will pretty much answer every question with the prefix,...
I am using a single wired Xbox Controller aka XInputControllerWindows for these tests. No other device is plugged in. I am not using any...
@maximill101 please create a new thread with more details instead of necroing old ones:...
@dlorre, thanks for your reply. I have seen her video and it doesn't seem to have much on manual pairing. After doing a lot more research however,...
Heads up: I don't know what I am doing. Tell me if I am doing it completely wrong. How would I go about pairing 2 devices (keyboard&mouse) to a...
Well, I did a small test. When I disconnected my Xbox controller, Gamepad.current read null. I only had this single controller connected. My...
You could remove the interaction and do something like this: public void OnButtonPressed(InputAction.CallbackContext value) {...
Thanks a lot for your suggestions. I will test all of these at some point in time when I get the chance.
Of course! There are no interactions. Although there is a processor. [ATTACH]
bool fireButtonDown; public void OnFire(InputAction.CallbackContext value) { float val = value.ReadValue<float>(); print(val);...
@HenryStrattonFW this is amazingly wonderful! You should put this on the asset store. Thank you.
[CreateAssetMenu(fileName = "New Structure", menuName = "Structure")] [System.Serializable] public class Structure : ScriptableObject {...