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The problem: I was remapping the UI controls in the UI input module for use with some custom UI elements. Some of these elements use the...
Like the title says, I have a texture that I am inputting into a shader graph that isn't being tiled properly. Really it is a bit more nuanced...
I suspect you are having issues because of how the two different screen spaces work. As the name would suggest, in Overlay, the UI is overlaying...
Turns out it was just user error. My cancel input action was disabled when trying to test it. everything works how it is supposed to now.
I am using left mouse button for tool use and esc for cancel, but it is definitely still consuming the input. I used some Log statements to test...
Context: I am creating an app that will allow users to place, move, and modify objects. Because of the nature of the app, I have undo and redo...
I want the scale to change on the grid, but I need the rect to stay large enough to cover the entire screen, so what I do is increase the...
I am creating an "infinite canvas" system, I have it setup so that there is a grid that will always repeat by snapping back to the center(shown in...
Looks like Unity decided to use 1.0.2 despite there being newer versions. Thanks for the help.
These are the options I have when the action type is value, and control type is any.
I see. Can I create that from the Input action editor window, or will I need to do it in code?
Interestingly enough, If I read directly from the action, then it will return a zero vector when the modifier is not pressed, but the second I...
I tried using the one modifier composite, but I was getting errors saying that it wasn't able to read a Vector2. I will try the polling option and...
So, I will need to create an interaction that I can add onto the composite binding? Right now, I have ReadValue overridden to return a Vector2...
I created a custom composite that is meant to allow a user to click and drag to rotate an object. The problem is that the action triggers the...
That's a much better solution than what I though of. Thanks!
Yes. I attached an image showing all of the components on my player prefab. and here is the rest of the player input script. using UnityEngine;...
Maybe you can use onControlsChanged to enable and disable the onscreen controls....
Could you not create another control scheme that lists the touchscreen as the required device? then use if(current.ControlScheme=="gamepad") {...
If you create control schemes, you can determine the current control scheme through the PlayerInput class. you can use that to determine which...