Study Notes for beginners, please correct me if you have any mistakes. The number is also please point out, thank you.
Keyboard and mouse input detection is very limited, generally only for computers and other devices, the following describes another method
Custom input can be set input type name, input device type, input key parameters, so as to easily solve the computer and home machine input compatibility
Click on the Navigation menu bar "Edit" Project Settings input to open the Import settings interface
Unity provides the default input settings, including:
Horizontal transverse movement
Vertical longitudinal movement
Firel fire button, etc. input
Name: Names
Descriptive name: Positive names displayed in control settings
Descriptive negative name: negative names displayed in control settings
Negative button: It is used to move the axis in a negative direction
Positive button: It is used to move the axis in the positive direction
Alt Negative button: Alternate buttons for moving axes in negative direction
Alt Positive button: Alternate buttons for moving axes in true direction
Gravity: When not yo u related button pressed, regression 0 speed, units/sec
Dead: Analog dead-zone size, set range all analog devices have a value of 0
Sensitivity: Sensitivity, unit/sec, for digital devices only
Snap: If enabled, the axis value is reset to 0 when the button in the opposite direction is pressed
Invert: If used, the negative button will provide a positive value and vice versa
Type: Input device types for control axes
Axis: The axis of the connecting device will control this axis
Joy Num: Connecting the joystick will control this axis
Can find a lot of keys, such as horizontal are duplicated, this is because all keys keyboard Mouse is a single set of key, and the handle is another set, for example: Firel Fire key 1 divided into keyboard mouse version and mobile version
1 button
Keyboard Mouse : Keyboard Mouse Implementation button is very simple
1 Setting Type: First set type to key or Mouse Button
2 fill in the name: here name is filled with Firel
3 Set the key: because it is a single button, so just need to fill in the positive part, Positive button to fill the left Ctrl,alt Positive button fill 0, that is, the keyboard control key on either side or the mouse left button are corresponding to open rockets
handle : Step and keyboard mouse exactly the same, just the keyboard name is not the same, here positive button filled in is joystick button 0
script : When the keys are set in the input manager interface, we can monitor the input via scripting, such as code:
usingUnityengine;usingSystem.Collections; Public classC_3_8_2_1:monobehaviour {voidUpdate () {//Press the Fire1 key if(Input.getbuttondown ("Fire1")) { //... } //Press and hold the Fire1 key if(Input.getbutton ("Fire1")) { //... } //release the Fire1 key if(Input.getbuttonup ("Fire1")) { //... } }}
2 direction axis
Directional axes are commonly used to control the movement of players ' characters left and right or up and down
His settings page and buttons are exactly the same, but the usage is not the same, the direction axis has two buttons corresponding to the plus or minus two directions,
Take the horizontal direction axis For example, such as, press the right arrow of the keyboard is positive, shout down the left key of the keyboard is a negative value, the output range is " -1,1" floating point number, we can use it to control the movement of the character
Keyboard Mouse : The first few steps and buttons, just need additional settings gravity, Dead, sensitivity, snap and other parameters
Gravity fill 3 means that when the corresponding button is released, the output value will be quickly zeroed at 3/s
Dead fill in 0.001 indicates that the output is ignored when it is between [ -0.001,0.001], forcing the output to 0
Sensitivity fill in 3 means that when the button corresponds to the button, the output value will change at 3/second, when the forward button is pressed to quickly reach 1, when the negative button is pressed, it will arrive quickly-1
handle : This is no longer the handle button but the handle shaft.
1 Setting Type: First set type to joystick Axis
2 Fill in Name: Here Name heaven and earth is horizontal
3 Set handle: Joy num column if the get Motion from all joysticks represents all handles, you can also fill in the joystick 1 handle sequence number
4 Setting the axis: Axis column here is x axis, which is the horizontal of the handle cross key
Script: The code for the script to get the axes is very simple
using Unityengine; using System.Collections; Public class c_3_8_2_2:monobehaviour { void Update () { // Gets the value of the horizontal axis float axish = Input.getaxis ("horizontal");} }
Unity Script--13 input Control--02 custom input