playMaker

Author Topic: Get custom button value from InputManager?  (Read 2454 times)

terri

  • Sr. Member
  • ****
  • Posts: 386
    • terrivellmann.tumblr.com
Get custom button value from InputManager?
« on: August 23, 2013, 01:52:17 PM »
I have a button set up in the InputManager named "Use". The default positive button is "e", but the user can change it to whatever it wants on the dialogue box when launching the game.

Its an FPS and I want to print "E", or whatever custom value is set up, next to the crosshair when the player can use whatever item he is pointing at. How do I get that custom value?

Is it possible?
I've started looking into alternatives for input management from the asset store but I just feel like this should be easy, I just can't figure it out.

Alex Chouls

  • Administrator
  • Hero Member
  • *****
  • Posts: 3987
  • Official Playmaker Support
    • LinkedIn
Re: Get custom button value from InputManager?
« Reply #1 on: August 23, 2013, 02:03:53 PM »
Strange as it may seem, I don't think it's possible!
http://answers.unity3d.com/questions/21083/how-do-you-get-the-button-names-assigned-to-an-axi.html

The input manager is super useful, but you can't access it from scripts. Go figure!

terri

  • Sr. Member
  • ****
  • Posts: 386
    • terrivellmann.tumblr.com
Re: Get custom button value from InputManager?
« Reply #2 on: August 23, 2013, 09:30:41 PM »
Ah, thanks Alex.
I'll look for a way around it then, if you have any suggestions it would be much appreciated.