playMaker

Author Topic: Getting Unity Input instead of Specific Button [SOLVED]  (Read 1620 times)

Breadman

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Getting Unity Input instead of Specific Button [SOLVED]
« on: April 14, 2014, 06:59:27 PM »
This seems like a simple problem (I hope so anyways), but I wasn't able to find anything by searching!

Is there an action for "get unity input" instead of "get button"? The reason for this is when starting the game, the default Unity launcher gives the player the option to change controls, which I think is great. But, my FSMs listen for specific keys (WASD for movement, for example).

Is there any way to get my FSMs to listen just for generic Unity inputs as they're named in the Input Manager?
« Last Edit: April 14, 2014, 07:03:18 PM by Breadman »

Breadman

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Re: Getting Unity Input instead of Specific Button
« Reply #1 on: April 14, 2014, 07:03:07 PM »
Just kidding, found it. Derp.

It's the "get axis" action. Looks like this action doesn't have a "send event" option, so I'll need some separate FSMs to push these inputs to others as global boolean changes.