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: jInput Mapping : - Input Setting in Game [RELEASED]

Discussion in 'Assets and Asset Store' started by myouji, Apr 3, 2014.

  1. myouji

    myouji

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    ver1.52 is OUT!

    There is the note of this changes and important points just above.
    The explanation page will be updated in a few days.
    I hope you enjoy it!
     
  2. Noztradamuz

    Noztradamuz

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    Well thanks, maybe i didn't explain myself, the game was already completed, at least in the mobile version, i needed to make changes in order to export it to desktop/mac, is not like the game hasn't any functionality, i managed to edit myself the GUI that comes with your plugin, im just saying it would be better to have more control on that, and what about if you try to develop an update over the new UI system unity has, instead of the old method of "3D" GUI, that would be great, any way, thanks, your plugin works well, it was just the GUI and the level of control over the pluging that kinda annoyed me. Sorry if I was unpolite to you.
     
  3. myouji

    myouji

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    Hi, there.
    This asset has supported Unity5.

    Along with it, it has been changed that internal value of the part of the design such as font size.
    So when you move your game project from Unity4.x to Unity5, may be a little deviated design of this asset.
    Sorry, in this case I want to fix value from inspector window yourself.

    But this time responding to Unity5, it is the immediate attention for the necessary people to immediately move the project to Unity5.
    There is a possibility that this asset is a little more internal changes for Unity5,
    and Unity5 would still have some bugs.
    So I do not recommend completely move your project to Unity5 without reason yet now.
    kind regards,
     
  4. Diestr

    Diestr

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    Hi, jInput is very good a plugin for me.
    But I want to know what's the difference between "jInput.GetKey" and "jInput.GetButton"?
    And I wonder if the jInputMappingSet will update to the Unity5 new UI?
    Thank you.
     
  5. myouji

    myouji

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    Hi, Diestr. I am glad if this asset help you.

    For now, there is no difference work between GetKey and GetButton.
    Those are follow Unity standard writing for input, in order to simplify the rewriting from Unity standard to jInput.
    But in future, I will be adding a function, for example you set key name "Fire1" in jInput
    and enable to use that name, just like Input.GetButton("Fire1") in Unity standard Input with GetButton.

    About with new Unity UI, I will be corresponding.
    But I worried now the way of setting methods because I want to avoid that usability greatly changed until now.
    I think UnityUI still have any imperfections, so I am going to tackle the steady.
    I want you to wait patiently to see much a few months or so.

    best regards,
     
  6. Diestr

    Diestr

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    Hi, I found a big problem.
    When I build the project, it say:

    2015-04-15_111433.jpg
    Assets/jInputMapping/Script/PlayerNumWindow.cs(123,22): error CS0103: The name `EditorApplication' does not exist in the current context
    Error building Player because scripts had compiler errors

    So I cannot build the project now...
     
  7. myouji

    myouji

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    Hi, Diestr.
    First, I want you to tell me your Unity version.
    And when you Play in the editor, does it work properly?
    I try build with the same Unity version and make sure there is no bug.
     
  8. Diestr

    Diestr

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    It's Unity 5. And when I play in the editor, it works well.
     
  9. myouji

    myouji

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    Ok, if you moved your project from Unity4.x to Unity5, there is a possibility that the error occurs.
    In that case, you need to once again import this asset for Unity5 edition.
    If not so, anyway import again this asset for Unity5 edition.

    I will confirm with Unity version 5.0.0.f4 now, but Unity5 has some version and patches.
    There is also a possibility that caught bug of only your Unity version.
    First, try to re-import this asset.
     
  10. myouji

    myouji

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    Hi, Diestr.
    I understood the cause of it.
    There are some fixes, so I support by version up this asset.
    Because it is difficult to write all fixes here.
    It is necessary to pass a store audit, take about a few days or a week.
    Sorry, I want you to have a little waiting.


    For all
    This asset with Unity5, it has a bug when build game now.
    This is miss to specification changes at Unity5.
    It is fixed in the next version, I want you to wait a little.

    kind regards,
     
    Last edited: Apr 21, 2015
  11. Diestr

    Diestr

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    I'll wait then. It's ok~~I'm not in a hurry.
     
  12. Diestr

    Diestr

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    Hi, I want to know how to set Vibration ?
     
  13. myouji

    myouji

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  14. myouji

    myouji

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    Hi, there.
    Bug has been fixed that can not build game in Unity5.
    The specifications of Unity5 had many changed, so I want you to tell me inconvenience more.

    best regards,
     
  15. DrewMedina

    DrewMedina

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    I would buy this if there was a uGui (New unity GUI) version! looks great...I am working in Virtual Reality and need it to be in 3D space, from the screen it looks like you have it set in 3D? Also, is this compatible with unity 5.0.1f1?
     
  16. myouji

    myouji

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    Hi, HeadTrip. Thank you for your Interest!
    This asset is 3D but looked like 2D.
    Unity is internal processing is 3D even if made the 2D game.(Unity GUI also use depth in 3D in some cases.)

    Sorry, it is not yet that fusion of UnityGUI, but I think implement it in suitable time
    the bug of Unity5 itself will calm in a few months or so.
    And this asset suppot virsion in Unity5 is Unity5.0.0 or higier, so virsion of your say is also support.

    I hope you like this.
     
  17. myouji

    myouji

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    Hi, there.
    It is fixed that the bug when build a game in Unity5.

    Unity5 have changed various specification, so I want you to tell me
    if there is a point which you noticed something.

    kind regards,
     
  18. Gigacee

    Gigacee

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    Unity 5 で PC 向けのゲームを制作している者です。
    キー入力に jInput Mapping を使用させて頂いているのですが、質問をさせて頂いてもよろしいでしょうか。

    現在制作中のゲームでは、ジョイスティックで操作をすることを前提としているので、
    キーコンフィグではジョイスティックだけを割り当てられるようにしたいのですが、
    やり方が分からず困っています。

    また、キーボードも緊急用/デバッグ用として操作できるようにしておきたいと考えていて、
    ゲーム中の操作は、
    Code (csharp):
    1. // Update 内
    2. isUpBtnDown = jInput.GetButtonDown(Mapper.InputArray[0]) || jInput.GetButtonDown("UpArrow");
    のようなフラグを用いて実装しているのですが、
    キーコンフィグ中では、キーボードの各Arrowが決定動作になってしまいます。
    (Mapper.InputArray[] に JoystickXAxisY が割り当てられているので当然なのですが…)
    もしできれば、キーボードの各Arrowを決定動作ではなく、カーソルの移動として使いたいのですが、
    可能でしょうか?



    ご回答お待ちしております。
     

    Attached Files:

  19. myouji

    myouji

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    Gigachuさん丁寧な文章によるご質問ありがとうございます。

    1つめのご質問
    >キーコンフィグではジョイスティックだけを割り当てられるようにしたい…
    に関しては、jInputSettings.csの中を "CurrentInput = " で検索し、その行の直下に
    以下のスクリプトを挿入してください。
    メソッド等を利用せずコピペで挿入です。

    Code (CSharp):
    1. if (CurrentInput.Length > 8) {
    2.            MapNameExclude = CurrentInput.Substring (0, 8);
    3.            if (MapNameExclude == "Joystick") {
    4.                                    
    5.            } else {
    6.                     Debug.LogWarning ("[jInput] This mode can set only GamePad.");
    7.                     return;
    8.            }
    9. } else {
    10.            Debug.LogWarning ("[jInput] This mode can set only GamePad.");
    11.            return;
    12. }
    全部で6か所あるはずです。
    (必要ない部分もありますがこれ以上簡潔に位置を指定しづらいので、
    もしいらない部分が判れば必要箇所だけに挿入すればOKです。)
    これでデフォルトキー設定にキーボードやマウスのキーが入っていなければ、
    ジョイスティックだけがjInputに設定できる状態になります。


    2つめのご質問
    >キーボードの各Arrowを決定動作ではなく、カーソルの移動として使いたい…
    に関しては、1つめの質問でjInput内でのキーボードの決定動作はされないように
    なったはずなので、"矢印キー=移動"という固定された割り当てができれば
    ご希望の状態になるはずです。
    jInputSettings.csのUpdate()の最初のあたりに以下を追記してください。

    Code (CSharp):
    1. if (Input.GetKey ("up"))
    2.      v = 1;
    3. if (Input.GetKey ("down"))
    4.      v = -1;
    5. if (Input.GetKey ("right"))
    6.      h = 1;
    7. if (Input.GetKey ("left"))
    8.      h = -1;
    固定された割り当てなのでUnity標準のInput記述を併用します。
    この場合、Gigachuさんの
    >isUpBtnDown = jInput.GetButtonDown(Mapper.InputArray[0]) || jInput.GetButtonDown("UpArrow");
    の後半部分もUnity標準の記述を使用してください。
    ( Input.GetKeyDown ("up"), Input.GetButtonDown ("xxx") 等)


    以上でおそらくご希望の状態になるのではないでしょうか。
     
  20. Gigacee

    Gigacee

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    ご教示してくださったとおりにしたところ、想定通りの挙動になりました。
    非常に助かりました。ありがとうございました。
     
  21. Zababa

    Zababa

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    はじめまして、先日アセットストアで、jInput Mapping購入したので、早速製作中のゲームシーンに設置したのですが、以下の警告が延々とで続けて困っています。
    私は、unityに関しては、初心者なもので、jInput Mappingの導入手順を見ながらの作業だったのですが、うまくいかず非常に困っています。
    どのように対処すればいいか、教えていただけないでしょうか?

    使用環境
    OSX 10.10.4
    Unity ver 5.1.1f1 Personal

    NullReferenceException: Object reference not set to an instance of an object
    SelectOrnament2.Update () (at Assets/jInputMapping/Script/SelectOrnament2.cs:164)

    NullReferenceException: Object reference not set to an instance of an object
    SelectOrnament.Update () (at Assets/jInputMapping/Script/SelectOrnament.cs:187)

    NullReferenceException: Object reference not set to an instance of an object
    SelectOrnament2.Update () (at Assets/jInputMapping/Script/SelectOrnament2.cs:160)

    NullReferenceException: Object reference not set to an instance of an object
    SelectOrnamentCloseButton.Update () (at Assets/jInputMapping/Script/SelectOrnamentCloseButton.cs:61)
     
  22. myouji

    myouji

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    Zababaさん、はじめまして。アセットのご使用ありがとうございます。

    ログエラー部分を参照してみると、BackNormalColorという変数部分が
    引っ掛かっているように思えます。
    詳しい原因はちょっとこれだけだと判断がつかないので、いくつか試していただく感じになりますが
    以下に思い付くことを書いていきます。

    1.Projectウインドウで jInputMapping/Script/SelectOrnament2を探して開き、
    ためしにスクリプト内の BackNormalColor を全て別の変数名に置換してみてください。
    (他の変数とかぶってはダメなので、思いつかなければ jInputBackNormalColor に置換してみてください)

    2. 1でエラーが消えなかった場合、一度SelectOrnament2への先ほどの変更をすべて元に戻してください。
    (ctrl+z連打でいいです)
    そしてSelectOrnament2の160行目、164行目の BackNormalColor を new Color (0,1,0,1) に置換してみてください。
    (動けば通常時のインプット項目が緑ぽくなります)

    3.2でもエラーが消えない場合、再び先ほどの変更はすべて元に戻してください。
    そして状況判断のとっかかりのために以下2つを試してみてください。
      - SelectOrnament2のUpdate()冒頭に以下の一行をコピペしてみてください。
       if (RndMaterial == null) { Debug.LogError ("Lose sight of Material "); }
       このエラーが同様に延々と表示される場合はマテリアルそのものが読み込まれていないという事です。
      - 真新しいプロジェクトを作成してすぐにjInputだけをインポートしてみた場合にもエラーが出るかを試してください。

    以上の結果をお教えいただければもう少し具体的な解決法が分かるかもしれません。
     
    Last edited: Aug 11, 2015
  23. Zababa

    Zababa

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    丁重なご回答ありがとうございます。

    色々と試してみましたが、
    ”このエラーが同様に延々と表示される場合はマテリアルそのものが読み込まれていないという事です。”
    というのをみて、InMapperMenuItemの子オブジェクトのInspectorを確認したところ、MenuitemMaterialが外れていました。
    同様に、エラーの出たオブジェクトも、マテリアルや、コンポーネントのチェックが外れていたりしていたようで、サンプルのシーンを参考に設定したところ、無事エラーが表示されなくなりました。

    しかし、私は、手順通りサンプルシーンから、そのままコピーして貼り付けていたのですが、Unityの仕様上マテリアルは外れるものなのでしょうか? あるいは、Unityのバージョンによる不具合なのか?

    疑問は残りますが、一応の解決をみましたので、ご報告とお礼を申し上げます。

    この度は、お騒がせして申し訳ありませんでした。
     
  24. myouji

    myouji

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    Zababaさん、解決できたようで何よりです。

    Unityは機能実装優先でバグ取りは後回し的な実装の仕方ですので
    バージョンによって何が起こるかわからない面はあります。
    ヒューマンエラーやハード的エラーも完全に0にはできませんので
    なにが原因かはちょっと判断付きませんが、無事に動作したのならよかったです。
     
  25. myouji

    myouji

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    Hi, there.
    According to the following article, UnityUI has fixed wrong points and become pretty well in Unity5.2.
    http://blogs.unity3d.com/2015/09/07/making-the-ui-backend-faster/
    So I am making the mapping menu that uses all UnityUI now.

    I want to correspond from Unity5.0 if possible, but it might be from Unity5.2 or later.
    In addition, Unity4.x will not be supported from this version.
    Because Unity4.x and Unity5 or later are internal processing has changed,
    so it is difficult to more common functions.
    However, the mapping menu until now that it is not used UnityUI is also included new version.

    It take a little longer to work, please save that version in the meantime if you necessary.
    Best regards,
     
    Last edited: Sep 7, 2015
  26. Diestr

    Diestr

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    That's really cool.
    Waiting for the new version.
     
  27. Diestr

    Diestr

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    2015-09-24_092947.jpg

    And I used so many buttons, so I hope there's a easy way to order them.
    As I used now, I cannot use keyboard to change them cause I just moved the position but not change any code.
     
  28. RealPlay-Studio

    RealPlay-Studio

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    Hello, excuse the translation but I'm doing with google.
    I just bought a few days ago and it's great your product Congratulations.
    In version 5 of Unity it works very well, but I do not want to change projects that are made in the version of Unity 4.6.8f1 and me out in concola a mistake when removing the apk.
    Please include me I should do to make it work, or upgrade your product must implement, as well as the link to download.
    Thank you.
    error.jpg
     
  29. Zababa

    Zababa

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    ここでの質問は2度目となりますが、よろしくお願い致します。
    jInput Mappingの導入で、開発が快適に進んでいたのですが、先日メニュー画面をキーでの操作に対応させようと思い、色々と調べてた結果、UGUIのEventSystem内のStandalone Input Moduleにキーの設定を行う方法を見つけました。
    しかし、上記コンポーネントで設定できるのは、UnityのInput Managerで定義したもののみのようで、jInput Mappingで設定したものは、割り当てられませんでした。

    例えば、Standalone Input Module内の Horizontal AxisにjInput Mappingで設定したMapper.InputArray [0]を割り当てたい場合は、どのような方法があるでしょうか?

    Unityに関しては、未だ初心者を抜け切れていないもので、頓珍漢なことをお聞きしているかもしれませんが、何卒、よろしくお願いします。
     
  30. myouji

    myouji

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    Hi, there.
    Sorry, I did not get the e-mail notification of you writing this thread,
    so I delayed to reply.
    And I had been busy in the work of version up of this asset.

    I am replying to order from now, but some questions are solved by this version up 1.60.
     
    Last edited: Oct 18, 2015
  31. myouji

    myouji

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    Hi, Diestr.
    In version1.60 is included UI that all made of UnityGUI.
    So it is almost need not to change the script for placement of the UI.
    Previous versions were necessary to control of UI by my script,
    but this version most use UnityGUI system for control of UI, and the script is ancillary in UI part.
     
  32. myouji

    myouji

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    Hi, RealPlay Studio.
    There is a blur of the google translation, so I need to confirm your intention at first.
    I seem you want work in Unity4.6.8f1, but I do not know 'concola'.(miss spell of console?)
    'When you remove the apk, the error is out in console', is it fine like that?
     
  33. myouji

    myouji

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    Zababaさんこんにちは。
    jInputからUnityGUIへの操作伝達は今回のVersion1.60で簡単に行えるようになりました。
    (UnityGUI自体の仕様変更が未だちょくちょくあるので様子を見ていた部分です)
    アップデートに内包されるUnityGUI版のデモとReadMeを見ると大まかには判るかと思いますが、
    文章での説明は近いうちに説明サイトを更新しますので少し待ってそちらを見てもらえればと思います。

    またUnityGUIに最適化するためにjInputの仕組みもそれなりに変更が加えられていますが、
    先述の通りUnityGUI自体の仕様が変わったり何かしらの要因でまだアセットの仕様も変わる場合があり得るので
    安定するまではいきなり完全にゲームに導入せず軽く様子を見ながらの使用をお勧めします。
     
    Last edited: Oct 18, 2015
  34. myouji

    myouji

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    Hi, there.
    Version1.60 is Out.
    I have said previously, it is supported Unity5.2 or later and Unity4.x is not supported from this version.
    Because Unity is internal processing has changed, so it is difficult to take same functions in previous Unity versions.

    In this version of this asset, it is included the mapping UI that all made of UnityGUI.
    Thereby it became easier to free placement and so on, but please take care that the structure has changed
    some extent in order to optimize.
    If you know detailed usage, the description site will be updated in a few weeks,
    so I want you to wait a little.

    And Version1.61 will also be provided soon.
    In Version1.61, scroll function of menu is provided for when you use a lot of menu items.
    It is not necessary that you put together UnityGUI, It can be used only click the check box.

    I hope you enjoy it!
     
  35. Diestr

    Diestr

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    I'll try it then~~ Thanks for your effort.
     
  36. Diestr

    Diestr

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    2015-10-23_103459.jpg
    2015-10-23_103529.jpg
    2015-10-23_103538.jpg

    This just doesn't work right. The alpha value of the HeadingText Text and Button Image. But I don't know how to fix it.
     
  37. Diestr

    Diestr

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    I know how to fix it now.
    Change
    "ThisButtonBaseColor = ThisButtonImageCpnt.color;" to
    "ThisButtonBaseColor = ThisButtonImageCpnt.color;
    ThisButtonBaseColor.a = 1f;
    "
    ThisHeadingBaseColor as same.
     
  38. myouji

    myouji

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    Hi, Diestr.
    You want to completely opaque the button and heading in normal time?
    That part is only taking the original color to a variable, so these color can be changed
    in Inspector window of each object with UnityGUI basically.
    If you want to change all of the items at the same time, it is enabled by using a prefab or multiple select.
    And It is easy to understand for me if you write the script file name.
     
  39. myouji

    myouji

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    Hi, there.
    It was delayed a little write here, Version1.61 was Out.
    As discussed previously, scroll bar has been added in UnityGUI version.

    The description site is on the way to updated, but basic usage part is already update roughly.
    The remaining part also will finish writing soon.
    And I will resume the additional function to this asset after it.

    I already found and fixed some little bugs, but I want you to tell me now if you find a strange points.
    Best Regards,
     
  40. Diestr

    Diestr

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    is"
    if (ItemListIndex != -1)
    {
    if (TemporaryItem = InMenuItemsTrns.Find(ComparisonName).gameObject)
    {
    Undo.DestroyObjectImmediate(TemporaryItem);
    DestroyImmediate(TemporaryItem);
    }
    MenuItemsList.RemoveAt(ItemListIndex);
    }
    FirstLastItemRectifyCheck = true;
    "
    should be"
    if (ItemListIndex != -1)
    {
    if (TemporaryItem = InMenuItemsTrns.Find(ComparisonName).gameObject)
    {
    Undo.DestroyObjectImmediate(TemporaryItem);
    DestroyImmediate(TemporaryItem);
    }
    MenuItemsList.RemoveAt(ItemListIndex);
    FirstLastItemRectifyCheck = true;
    }
    "
    ???
     
  41. Diestr

    Diestr

    Joined:
    Jan 22, 2014
    Posts:
    17
    nonono...
    watch my pic, there's a bug that the 1st pic "Home" and 2rd pic "Home LeftShift Space"
     
  42. Diestr

    Diestr

    Joined:
    Jan 22, 2014
    Posts:
    17
    when I update unity to 5.2.2
    " error CS0534: `UGUISameKeyOutline' does not implement inherited abstract member `UnityEngine.UI.BaseMeshEffect.ModifyMesh(UnityEngine.UI.VertexHelper)'"
     
  43. Diestr

    Diestr

    Joined:
    Jan 22, 2014
    Posts:
    17
    I set "Cursor.visible = true;" and the cursor still work. How can I cancel the cursor control?
     
  44. serkanos

    serkanos

    Joined:
    Jan 12, 2013
    Posts:
    28
    I use 5.1 and I received this message after importing.

    Assets/jInputMapping/Script/UGUI/UGUISameKeyOutline.cs(7,35): error CS0246: The type or namespace name `BaseMeshEffect' could not be found. Are you missing a using directive or an assembly reference?
     
  45. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    Sorry, I have busied in near a few months, so I could not work on Unity.
    I resume gradually.

    First of all, I must fix the error of UGUISameKeyOutline that were reported in over.
    It happened by specification change of UnityGUI system,
    but this script is only intended to display the outline as the same key name,
    so perhaps immediately work out a modified version.(but it takes a few weeks to examine by Asset Store)

    Unity seems to big changed in version 5.4, so this asset is going to be pulled up which required version in time.
    I want you to forgive that because it is like cat-and-mouse to correspond the specification change of Unity.
     
  46. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    This asset have been corresponding to the specification change of UnityUI system as mentioned above.
    Please take note that it is request Unity version 5.3.0 or higher from this version.
    Because UnityUI specification has been changed in Unity5.2.x in several times.
    And the writing of scene change script has changed from Unity5.3.0,
    so I will rewrite method of setting the asset in description site within a few weeks.
     
  47. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    The next version 1.62 of this asset will come out in one week or so.

    The next version is added two functions.

    - Set some input that can not be used in mapping by player
    For example, if you have made a particular action to fix the key,
    you should be that key is not able to mapping by player.

    - Add a drop-down list on the setting of the key name
    This is in conjunction with the text of input name,
    so it is used to discriminate whether the key name is wrong
    and correct a mistake of the text upper- and lowercase letters.

    jInput162.png

    You can also be selected from the drop-down,
    and you can detect because this is blank if the side input name is wrong.
    You will not mistake setting.
     
    Last edited: Jun 29, 2016
  48. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    Version 1.62 of this asset was already Out.
    Additional features are looked at the topic on the above.

    Next Version 1.63 is added function, in addition Input name setting.
    When the creator to set the default keys, the settings by pressing actually keys,
    as if a game player is Input mapping.
    There is no need to know the KeyCode.
    This version will out in a week or so.

    jinput163.png
     
    Last edited: Jun 29, 2016
  49. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    Version 1.63 is Out, but this has little bug.
    When you select in the drop-down list in the setting keys, it is not selected properly.
    (The description of drop-down list is seen to the two upper article)
    This bug has been fix and the asset has been submit.
    If you use the drop-down list, I want you to wait a little until the in Ver.1.63h.
    Best Regards,
     
    Last edited: Jul 19, 2016
  50. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi,there.
    Version 1.64 will come soon.
    This Version is added a function that you can so as not to be set a same key to multiple items by game player.
    It could be used in case you do not want to behave like the press simultaneous.

    By the way, this asset is considered a bit of price increases.
    There are two reasons,
    - It is continues to rise monetary value of my country in he world economic,
    so the value of this asset has been significantly reduced when converted from dollars
    - At the start of published this asset I understand the insufficient function this asset myself,
    but piled up additional functions and It became that can be used in one way

    But it is not still clear and it will be after make sure that the stable work in Unity5.4.
    There should be some time, consider buying while you have time if you concern this asset.

    Best Regards,