- Home /
 
               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.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                