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Question by jaxx0rr · Jun 26, 2014 at 10:47 AM · inputkeyunknown

Input Key named: LeftAlt is unknown

I got this from

 if (!readyState && GUI.Button(Rect(mx,my+(mbh+5)*it,mbw,mbh), ch.heroList[i].name)){
     var switchSide: boolean;

 >>>  if (Input.GetKey("LeftAlt")) switchSide = true; else  switchSide = false;
     //if (Event.current.alt) switchSide = true; else  switchSide = false;
                 
     nv.CLIENT_setchar(ch.heroList[i].id.ToString(), switchSide);
 }

From unity script reference Input.GetKey I quote: "For the list of key identifiers see Input Manager." But there is no key identifiers list to be found there.

Finally I manage to find the KeyCode page. And there I see LeftAlt.

what gives?

edit: so basically its Input.GetKey(KeyCode.LeftAlt) (or Input.GetKey("left alt") defined in program options) and not Input.GetKey("LeftAlt")

thanks to NoTakeful and shadows_s for pointing it out

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Answer by shadows_s · Jun 26, 2014 at 11:12 AM

There are two overloaded methods Input.GetKey(KeyCode) and Input.GetKey(string)

  1. For Input.GetKey(KeyCode)

Edit -> Project Setings -> Input add your key "LeftAlt" there

  1. For Input.GetKey(string)

Input.GetKey(KeyCode.LeftAlt);

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avatar image jaxx0rr · Jun 26, 2014 at 11:24 AM 0
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oh right.. that is why "space" works..

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Answer by NoTakeful · Jun 26, 2014 at 11:08 AM

The actual name of the input that correlates with the key must be put in there, not the name of the button on the keyboard if that is the issue. For example, Spacebar is the "Jump" key. So you can add a named key that has the alt button as the key in the

Edit > project settings > input > axes >

then change it to one higher on the "Size" to add another axes and whatever you name the axes you have to put as the key string.

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avatar image jaxx0rr · Jun 26, 2014 at 11:25 AM 0
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yes what confused me was that (Input.Get$$anonymous$$ey ("space") worked..

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