Controls Remapping
Date: 10/7/2022
Controls Remapping
Control Remapping was something that was incredibly difficult to get started at first since I wasn't used to the new input system Unity uses. Therefore, when trying to implement control remapping it took a significant amount of time on research and trial and error alone. I first figured out that since the controls we want remappable aren't composite inputs that it would simplify the process for remapping. Then from there, I determined that I just need to build functionality to read input from the player when they press the rebind button. Reading in the input, but mapping it into our current action map was much more work. We applied a constraint to the mouse so that mouse move input was not processed. Then, whichever key was pressed next would be the new binding for the selected action. We passed the input into the PlayerInput class and then from there into our InputManager. The next problem to fix would be to make the settings persistent and reset them as well. The code is there, just there are some roadblocks currently.
Disavowed
Status | In development |
Authors | King Studio, Devon0033, Mike_Sroka, Michael-W-Smith7 |
Genre | Adventure |
Tags | 2D, Action-Adventure, Metroidvania, Unity |
More posts
- Steam Launch!!!Dec 17, 2022
- Coming to a closeDec 16, 2022
- Project OverviewDec 14, 2022
- Steam StuffDec 13, 2022
- Achievement GetDec 11, 2022
- Controls Remapping AgainDec 10, 2022
- Steam funDec 09, 2022
- Boss Music ImplementationDec 09, 2022
- SteamWorksDec 02, 2022
- Callback Issue with Controller SupportDec 02, 2022
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