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Question by $$anonymous$$ · May 22, 2018 at 06:22 PM · inputinput.getaxisinput.getkey

Change Input.GetKey to Input.GetAxis

Hi, I have some code for controlling player's movement but there is one problem - the keys are set fixed in code and generally can't be changed. I know that Unity has something like Input.GetAxis() method where I can use "Horizontal" or "Vertical" keys. According to this, I can change keys via Application Config Dialog which is fine because game could be playable via keyboard or gamepad.

I'm thinking about using GetAxis methods but I don't have any idea how to change the code below. The idea should be the same as it's current. Could you suggest me how I can rewrite this code to use Input.GetAxis for horizontal?

 if (Input.GetKey("Q")) {
     rigidBody.AddForce(-myForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
 }
 
 if (Input.GetKey("W")) {
     rigidBody.AddForce(myForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
 }
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Answer by Alanisaac · May 22, 2018 at 07:46 PM

There is a good example in the documentation for Input.GetAxis(). When you get the result back for a joystick or keyboard, the value will range from -1 to 1, so you can just multiply that value by your force. Try this:

 var hoizontalAxis = Input.GetAxis("Horizontal");
 rigidBody.AddForce(myForce * Time.deltaTime * hoizontalAxis, 0, 0, ForceMode.VelocityChange);

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avatar image $$anonymous$$ · May 23, 2018 at 05:44 PM 0
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Thank you. I'm going to check this out.

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