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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";
Comment
I don't think its currently possible, just like its not possible to change the inputs during runtime.
Best Answer
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.