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Question by Kody · Jan 27, 2015 at 04:59 AM · uiinput

Change navigation keys for UI at runtime

How do you change which gamepad buttons and axis or keyboard keys are used for navigating the UI system added in 4.6 at runtime?

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Answer by Kody · May 05, 2015 at 05:56 AM

Figured it out. I can create a custom EventSystem with the "StandaloneInputModule" script disabled then make my own script that is something like:

 void Update()
 {
     timer -= Time.deltaTime;
     if(timer > .0f)
         return;

     AxisEventData ad = new AxisEventData(EventSystem.current);

     if(Controls.Up())
         ad.moveDir = MoveDirection.Up;
     else if(Controls.Down())
         ad.moveDir = MoveDirection.Down;
     else if(Controls.Left())
         ad.moveDir = MoveDirection.Left;
     else if(Controls.Right())
         ad.moveDir = MoveDirection.Right;
     else
         return;
     
     ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, ad, ExecuteEvents.moveHandler);
     
     timer = cooldown;
 }

To send events to the UI system without using the standard inputs.

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