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Question by Azrapse · Oct 24, 2016 at 06:22 PM · keyboard input

User re-bindable key combinations

Greetings. I have several actions mapped to keyboard controls that I want the user to be able to remap at will. In order to do this, I have defined every control on the Edit/Project Settings/Input as an axis. So for example I have a "Speed up time" axis that I have mapped by default to the T key, but that the user can remap to something else (like another key, a mouse button, or a gamepad button) when the game starts, on the starting dialog.

However, how can the user rebind that control to something like ALT+T, CTRL+T, SHIFT+T, or combinations of this? For example, make the ALT+T be the positive axis, and SHIFT+ALT+T be the negative axis. In most games you can rebind something to a key plus a combination of zero or more modifiers like the ALT, CTRL, SHIFT, or WIN. How does Unity support this in the keyboard config dialog? Or it doesn't support it and I need to program my own input handler?

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avatar image Zendist · Oct 24, 2016 at 06:36 PM 0
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See http://answers.unity3d.com/questions/125011/keyboard-ctrl-1-input-problem.html

avatar image Azrapse Zendist · Oct 24, 2016 at 08:09 PM 0
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I don't see how that question/answer applies to my question. In that case, the developer is hardcoding key combinations. In my case, I want to let the user remap them to whatever key combo they want in the starting dialog.

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