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Latest version
1.3.1
Last updated
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Unity version
2020.3.1 or later
Package size
1.0 MB
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New Input By Reference

by The BlindEye (opens in new tab)

5.0 / 5 · 3 ratings

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A small package that facilitates development by integrating Unity's new Input System with the old Input Manager syntax and allowing you to alter the controls in Inspector whenever you wish.

Price $4.99

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Price history

Last 6 months

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Price history for New Input By Reference, 6 months Current $4.99; lowest $4.99; highest $4.99 in this period. $0 $2.5 $5 Jun Jul Aug Sep Oct Nov

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New Input By Reference screenshot 1

New Input By Reference screenshot 1

About this asset

This package's demo version is available here.

NEW! It is now possible to rebind actions and get their Sprites thru script (multiple Input Action Assets support).

  • To save/load the rebinds, Unity's new Input System version 1.1.1 or higher Is required.
  • Support for Input System 1.4.1 has been implemented, but it's not recommended to update since there is a bug that affects WASD keys!

All of the functions listed below are included in this package and can be used under the NewInputByReference namespace.

  • Action Map

ㅤㅤㅤㅤvoid NewInput.SwitchActionMap(string actionMap)

ㅤㅤㅤㅤvoid NewInput.EnableActionMap(string actionMap)

ㅤㅤㅤㅤvoid NewInput.DisableActionMap(string actionMap)

  • Rebind Functions

ㅤㅤㅤㅤvoid NewInput.StartRebinding(InputData inputData,

ㅤㅤㅤㅤint bindingIndex = 0,

ㅤㅤㅤㅤbool allCompositeBindings = false,

ㅤㅤㅤㅤAction onComplete = null,

ㅤㅤㅤㅤInputData cancelInputData = null,

ㅤㅤㅤㅤInputData[] excludedInputData = null)

ㅤㅤㅤㅤvoid NewInput.Rebind(InputData inputData, string bindingPath,

ㅤㅤㅤㅤint bindingIndex = 0)

ㅤㅤㅤㅤvoid NewInput.Rebind(string actionName, string bindingPath,

ㅤㅤㅤㅤint bindingIndex = 0)

ㅤㅤㅤㅤstring NewInput.GetBindingName(InputData inputData,

ㅤㅤㅤㅤint bindingIndex = 0,

ㅤㅤㅤㅤbool allCompositeBindings = false,

ㅤㅤㅤㅤNameOptions nameOption = NameOptions.OmitDevice)

ㅤㅤㅤㅤstring NewInput.GetBindingName(string actionName,

ㅤㅤㅤㅤint bindingIndex = 0,

ㅤㅤㅤㅤbool allCompositeBindings = false,

ㅤㅤㅤㅤNameOptions nameOption = NameOptions.OmitDevice)

ㅤㅤㅤㅤSprite GetBindingSprite(InputData inputData, int bindingIndex = 0)

ㅤㅤㅤㅤSprite GetBindingSprite(string actionName, int bindingIndex = 0)

ㅤㅤㅤㅤvoid NewInput.ResetRebinds()

ㅤㅤㅤㅤvoid NewInput.ResetRebind(InputData inputData,

ㅤㅤㅤㅤint bindingIndex = 0)

ㅤㅤㅤㅤvoid NewInput.ResetRebind(string actionName,

ㅤㅤㅤㅤint bindingIndex = 0)

  • Button Action Type

ㅤㅤㅤㅤbool NewInput.GetButtonDown(string actionName)

ㅤㅤㅤㅤbool NewInput.GetButtonDown(InputData inputData)

ㅤㅤㅤㅤbool NewInput.GetButton(string actionName)

ㅤㅤㅤㅤbool NewInput.GetButton(InputData inputData)

ㅤㅤㅤㅤbool NewInput.GetButtonUp(string actionName)

ㅤㅤㅤㅤbool NewInput.GetButtonUp(InputData inputData)

  • Value Action Type

ㅤㅤㅤㅤfloat NewInput.GetAxis(string actionName)

ㅤㅤㅤㅤfloat NewInput.GetAxis(InputData inputData)

ㅤㅤㅤㅤVector2 NewInput.GetVector2(string actionName)

ㅤㅤㅤㅤVector2 NewInput.GetVector2(InputData inputData)

ㅤㅤㅤㅤVector3 NewInput.GetVector3(string actionName)

ㅤㅤㅤㅤVector3 NewInput.GetVector3(InputData inputData)

There are also shortcuts for the functions when using Input Data references.

  • Button Action Type

ㅤㅤㅤㅤbool ButtonInputData.ButtonPressed

ㅤㅤㅤㅤbool ButtonInputData.ButtonHolding

ㅤㅤㅤㅤbool ButtonInputData.ButtonReleased

  • Value Action Type

ㅤㅤㅤㅤfloat AxisInputData.Axis

ㅤㅤㅤㅤVector2 Vector2InputData.Vector2

ㅤㅤㅤㅤVector3 Vector3InputData.Vector3

A full walkthrough of the Package can be found in the Documentation.

Contents of the Documentation:

ㅤㅤㅤㅤ1. What is included with the Package?

ㅤㅤㅤㅤ2. What are the Functions?

ㅤㅤㅤㅤ3. How to set up a Project to use the Package?

ㅤㅤㅤㅤ4. What do custom errors indicate?

ㅤㅤㅤㅤ5. What are some script examples?

ㅤㅤㅤㅤ6. What are some tips?

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSupport | Discord | Mail: [email protected]

From the publisher's Asset Store listing.

Technical details

This package contains:

  • Demo Input Action Asset, an Input Action Asset that contains a collection of Input Actions that can be extended upon.
  • Demo Action Map, which was generated from the Demo Input Action Asset.
  • Demo Input Handler, a Prefab that's already configured to function with the Demo Input Action Asset
  • Generate Input Data Window, a Custom Editor Window that takes a list of Input Actions and generates Input Data from it.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2020.3.1f1 Compatible Compatible Compatible

As listed on the Asset Store.