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Unity Multiple Input

This is an example of using a custom Input manager, it uses XInputDotNet and Unity Standar Assets (CrossplatformInput). You can read input from:

  • Mouse and Keyboard
  • Gamepad
  • Touch Input

Features!

  • Party Manager (Create a party with several inputs)
  • Input Merge (Redefined Input manager)
  • Controller vibration (XInputDotNet)
  • Input Configutation files default: XInput -> Scriptables -> ControllerConfig
    • It should work as a customizable controll schema
    • Change controller config at runtime
    • Live remaping

Input Merge

  • Define multiple Buttons and Axis, query them by id.
    • Query Dpad buttons is only available using XInputDotNet
  • On Generic Input and Keyboard it uses Unity Standar Input
  • Use the #define directives to enable/disable modes
    • MOBILE_INPUT enable touch input
    • USE_GENERICINPUT enable generic input (XInput will be disabled)

To Do:

  • Easier customization

Want to contribute? Great!

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Unity custom input manager with XInput support

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