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Question by Dudledok · Jun 30, 2014 at 11:17 AM · c#inputinputmanager

How to read the input manager from a script

I have text labels on interactable objects which I want to change based on the player's key bindings. It's simple enough to create a fixed message, but how do I read which key (or positive button) is bound to an axis?

I was hoping something like the following would be possible but I can't see anything which does this. (Interact is the axis name)

 this.GetComponent<TextMesh>().text = "Press " + Input.GetInput("Interact") + " to interact";
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avatar image dorpeleg · Jun 30, 2014 at 01:25 PM 0
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I don't think its currently possible, just like its not possible to change the inputs during runtime.

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Answer by etaxi341 · Jun 30, 2014 at 01:24 PM

Thats not possible I think. You'd have to make an own Input Class. Thats how i do it all the time. Cause if you have an own Input class you can also support ingame key changes.

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