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Adding extra axes to the input manager programaticly
is there a way to Adding extra axes to the input manager programmaticly?
Answer by rutter · Apr 20, 2012 at 05:55 PM
I don't think so. You might be able to set up a number of "placeholder" axes which have no built-in meaning, and then change how your program interprets those axes at runtime.
Check out the script reference to see every documented function that you can call on the input system.
Answer by Roidz99 · Nov 13, 2012 at 05:04 PM
i realise this a bit late, but i'll reply anyway for people that have the same problem in the future. Check out : http://forum.unity3d.com/threads/130730-cInput-2.0-Unitys-custom-inputmanager-got-improved-!
This might just be what you need.
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