Open Forcasius opened 8 years ago
This one is a biggie. It looks like the Unity InputManager is not supposed to be that flexible. There are some Input-assets in the store to be bought, but that's lame. The axis are defined by the string you give then in the InputManagerGUI (where the corresponding axis is also defined) and are not to be changed while in-game.
But I came across this site that states, that the InputManager.asset can be deserialized and then modified.
That way, we could
While it is possible, I think it would be best if we do this "as we go" and think about other stuff. This issue is a "low priority" one and should not block our progress.
Looks like there is a new InputSystem on its way: https://blogs.unity3d.com/2016/04/12/developing-the-new-input-system-together-with-you/
We need to save the controller configuration in a file, so that we do not need to modify the controls in the InputManager of unity anymore.
Optional: It would be nice if we could assign the input method (mouse or gamepad) for both players via the config file too.