Good afternoon all,
I'm working on adding control rebinding to my project, using the new Unity Input System and the AC Input Integration.
Remapping works fine - saves the values out to PlayerPrefs.
The only issue I'm having is that I have multiple inputs defined, for example InteractionA has a binding on keyboard, and the gamepad, and using the rebinding scripts. When rebinding, it looks like it rebinds all keys assigned to the action with the pressed button. Is there a simple way to modify the script to only rebind for the current input type? (Keyboard, or gamepad)?
I've looked into the code, and tried a few things, but still having no luck.
Unity version: 6000.1.9f1
AC Version: 1.84.0
AC Unity Input Integration: Downloaded/Updated today.
Cheers,
Andrew
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Comments
Thanks for the alert. Looks like this is the default behaviour of Unity's input-rebinding feature.
I'll dig into this and see if it can be limited to the active control scheme. Thanks for the alert.
Separately: AC's Input System integration is now included in AC itself.
Thanks, Chris! I really appreciate that.
Good to know about the Input System Integration, thanks!
Yep, this is the case - I'll have a correction for this along with a couple of other tweaks to the integration in 1.84.1.
Thank you so much, Chris! I really appreciate it.
1.84.1 fixed this issue, thanks Chris! It also auto switches to the correct inputs (keyboard or gamepad) when loading up the UI.
I'm attempting to add some code myself and slowly getting there - as I've noticed if you want to remap the vertical controls, or any composite binding (i.e. forward, backward) - only one type of input shows up (the positive, or first in the list).
@ChrisIceBox - I'll update here if I get further with this - just something that may be worth considering for further remapping functionality.