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[Released] cInput 2 - Unitys custom inputmanager got improved !

Discussion in 'Assets and Asset Store' started by Roidz99, Apr 4, 2012.

  1. DageLV

    DageLV

    Joined:
    Feb 5, 2018
    Posts:
    17
    The code to set them up is running in the first scene, the script is in do not destroy object. Then i move to second scene where player objects are spawned and they try to acess the inputs.
    Wait... cant i use axis names to get GetButtonUp? cause thats where error comes from. its checking if user is erforming any kind of movement, so it checks for all 3 input axis user can move in.
    `cInput.GetButtonUp("CursorStrafe")`
     
  2. Deozaan

    Deozaan

    Joined:
    Oct 27, 2010
    Posts:
    707
    No. cInput treats "Keys" and and "Axes" differently, and as the documentation states: GetButtonUp "works in exactly the same way as GetKeyUp()."
     
    Last edited: Mar 23, 2021