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Feedback WithCancelingThrough not accepting more than one binding

Discussion in 'Input System' started by BorjaFAC90, Aug 13, 2020.

  1. BorjaFAC90

    BorjaFAC90

    Joined:
    Jul 21, 2020
    Posts:
    8
    Hi all,

    I've been using the new input system for a couple days or so, and I am just figuring out how should everything work. This time, I am facing a problem on my rebinding system. I support gamepad and keyboard, and when I use the PerformInteractiveRebinding function from the InputAction, I see that only the last WithCancelingThrough is the one that matters, as repeated calls to this will override the info (from the docs: Note that every rebind operation has only one such path. Calling this method repeatedly will overwrite the path set from prior calls). Any workaround in my case, where I want to have more than one possible cancel button (one for keyboard and the other for gamepad)?

    Thanks!
     
    Szappy and CGDever like this.
  2. Szappy

    Szappy

    Joined:
    Feb 3, 2020
    Posts:
    1
    Hey just wondering if you found a solution to this issue as I seem to have it
     
  3. Memoriesin8bit

    Memoriesin8bit

    Joined:
    Feb 20, 2020
    Posts:
    10
    @Szappy I ended up using a dirty little hack. Instead of using WithCancelingThrough, I intercepted certain cancel keys in the OnComplete call like this:
    Code (CSharp):
    1. if (action.bindings[bindingIdx].overridePath == "<Gamepad>/select" || action.bindings[bindingIdx].overridePath == "<Keyboard>/escape")
    2.             InputActionRebindingExtensions.ApplyBindingOverride(action, bindingIdx, new InputBinding{overridePath = ""});
    That way both the gamepad select as well as keyboard escape keys would immediately save the binding as empty.
     
  4. unity_06FC0E3D96180BDCC8ED

    unity_06FC0E3D96180BDCC8ED

    Joined:
    Oct 30, 2021
    Posts:
    1
    I wanted to add to this that if you use .WithControlsHavingToMatchPath("<Keyboard>") and have different key binding fields for keyboard and gamepad you can still use @Memoriesin8bit hack but you will have keyboard excluded for gamepad for instance. So in this case you can add .WithCancelingThrough("<Keyboard>/escape") to the rebindingOperation for your gamepad.