Closed BenMcAvoy closed 8 months ago
you can enable and disable your input actions as needed, this is part of unity's input system.
say you have an InputAction like so InputAction CustomKey
you would just do CustomKey.Disable()
or CustomKey.Enable()
That sounds great. So sorry for the late response, only just got the email (notification). How would I also make it so that the game does not for example type it in the terminal
well I'd probably hook into whatever function runs when you enter the terminal, and have it enable and disable your InputActions
unless you object, I'm probably going to close this issue
Imagine I am binding to
<Keyboard/p>
. I would like to disable the in-game behaviour of it when a boolean is true. So say for example, if the middle mouse button or control is held down whilstp
is pressed, it won't type p in the terminal or whatever other typical behaviour and would instead just run a piece of code.Is this possible? Thanks for your time.