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Question by Crown3d · Mar 17, 2018 at 02:36 AM · scripting problemgetcomponentnewbie

How to use inputmanger while scripting?

How would I call a input I added to the input manager? I need to transfer the E key to become a on screen button for mobile devices.

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Answer by rd_mcn · Mar 17, 2018 at 02:54 AM

The InputManager allows a named string to be associated with an action. When you create an entry in the InputManager and name it, then you use that name when you call

 Input.GetAxis( "MyAxis" );
 Input.GetButton( "MyButton" );


Hope this helps.

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avatar image rd_mcn · Mar 17, 2018 at 02:55 AM 0
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Whether you call Axis or Button depends on the Type you have assigned in the Input$$anonymous$$anager.

avatar image Crown3d · Mar 17, 2018 at 02:57 AM 0
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The name of the Button is currently just E so I would type in Input.GetButton("E"); to call that input?

avatar image rd_mcn Crown3d · Mar 17, 2018 at 03:04 AM 0
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Not really as this bypasses the Input$$anonymous$$anager. If you call

Input.GetButton( "E" );

it simply looks for the E button on a keyboard. If you use the Input$$anonymous$$anager and assign a name to it, then you can change or utilise multiple input sources for that one name. Have attached a screenshot from a game I'm working on.

avatar image rd_mcn rd_mcn · Mar 17, 2018 at 05:06 AM 0
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I seem unable to upload an image or file, no idea why :-(

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