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Question by sdgd · Jan 20, 2013 at 02:45 AM · getaxisgetkeydownmousewheel

is possible mouse wheel key in else than GetAxis?

I know mouse wheel can be funded here:

 if (Input.GetAxis("Mouse ScrollWheel") > 0) {Distance += 1;}
 if (Input.GetAxis("Mouse ScrollWheel") < 0) {Distance -= 1;}

but I'm asking if it's possible to get it in something similar to:

 if (Input.GetKeyDown(/* whatever */)) {Distance += 1;}

seems like it doesn't exist anywhere than in GetAxis but I'm asking just to be on safe side

was also searching if it can be found in:

 if (Input.Input.GetMouseButton/* whatever more is needed */) {Distance += 1;}

also I'm interested how to change controller to mouse wheel let say like:

player doesn't want next weapon for mouse wheel and wants next target for mouse wheel

how would I implant that code for him? IF the mouse wheel doesn't exist else than in GetAxis

I'm kinda asking 2 Questions

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Answer by sdgd · Feb 10, 2013 at 05:26 PM

today I was playing with setting my controls (key bindings)

and was trying all types of controls and I've figured out that:

 public string delta;
 void OnGUI{
     Event e = Event.current;
     if (e.delta.ToString() != "(0.0, 0.0)"){
         delta = e.delta.ToString();
     }
 }
 

you can try it what ever you do with mouse IF you mouse scroll wheel

you'll always get +/-3 at last int

  • (0.0, -3.0) gives mouse wheel up

  • (0.0, 3.0)gives mouse wheel down

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Answer by Loius · Jan 28, 2013 at 08:33 AM

There's no way to change information in the Input class at runtime.

There are some options on the asset store for allowing in-game control changes - mine isn't on the store yet, but the thread is here.

Essentially you have to set up all the axes you want to use beforehand and then write a manager to pick the right one based on the player's choice.

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