⌨️Input Manager

Overview

You can check all the actions in the pause menu by pressing Esc, then selecting Edit Control Input. In that window, you can see all the actions defined in the custom Input Manager. This component is assigned in the gameObject Player And Menu Management.

In the inspector you can add and remove as many groups of actions as needed. These groups are divided into Axes, so the input of the controller can be organized into a separate group from the camera, another group for weapons, powers, menus, vehicles, etc… For this, go to Multi Axes List and open it:

Inside every group, you can add, remove, enable and disable every action and assign a keyboard button, a gamepad button, and a touch button.

Also, you can edit the path to save the current map button, by pressing the button Save Settings. This file will be stored in the persistent path by default or in a relative path to your project folder if you enable the option “Use Relative Path”.

IMPORTANT: if you are making a game for mobile, set the option Use Relative Path to false.

In the options below, you can select the keyboard or touch controls as input when the game starts. Also, in-game, you can switch between these two modes by opening the menu with Escape and pressing the button Switch Controls Type. If you are in this touch controls mode, press Esc and then press Switch Controls Type again to change to keyboard controls. This option can be used in both modes. The label Current Controls shows what current control scheme is currently selected.

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