![]() There are a few problems with that, though. In theory, the InputManager is the rebinding solution Unity offers, with the standalone launcher having a tab to change these values. If you game doesn’t have any controls that you would want to rebind, such as anything for mobile, games with a very limited command set, or games which require 1-to-1 mapping to make sense, then using that is perfectly fine. Reading input directly is great when you’re working within the editor, because you don’t necessarily want actions to be rebound. It’s split into 2 systems: raw input reading of keys through Input.GetKey/Down/Up() functions and the InputManager’s axis reading. If you’ve ever used Unit圓D’s input system, you probably know it’s one of the most okay systems ever.
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