playMaker

Author Topic: Shouldn't PlayMaker Use Project Input for GetKey/Up/Down?  (Read 4561 times)

Xander Davis

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Shouldn't PlayMaker Use Project Input for GetKey/Up/Down?
« on: June 15, 2013, 12:42:49 AM »
I define inputs for the project by Edit > Project Settings > Input for both Keyboard and Gamepad Controllers.  These inputs are defined by strings, like "Jump".  As an example, the standard Unity character controller script calls "Jump", not a specific Key or Joystick Button.

This, of course, is smart so you can 1) allow player input customization with the standard Unity launcher menu and 2) not have to go back through dozens or even hundreds of possible FSM states and change GetKey/Up/Down Actions if you decide to change your mind on controls throughout the project's dev cycle.

And yet, when pulling the dropdown on GetKey/Up/Down PlayMaker actions, it's just a static list that doesn't dynamically include inputs defined in Unity's standard Input manager.

Shouldn't these PlayMaker GetKey/Up/Down actions have an option to type in the name of a custom input as defined in Unity's Input manager?  Then it would also be an automatic catch-all for dual assignments, like keyboard and/or controllers.

Is there a work-around for this now or am I (hopefully) missing something and this is already possible somehow?  Thanks for your insight and assistance!
« Last Edit: June 15, 2013, 01:31:53 AM by Xander Davis »

Alex Chouls

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Re: Shouldn't PlayMaker Use Project Input for GetKey/Up/Down?
« Reply #1 on: June 15, 2013, 12:33:53 PM »
Take a look at the Get Button actions. They use the named inputs in the Input Manager.