Comments (2)
You could do this, if you make the Fire1 button in your default configuration an axis. If you make "positive" to Fire1, and set sensitivity to 1, and change InputManager.GetButton to InputManager.GetAxis, you basically got that working..
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This is now supported through a new input type named AnalogButton. The RebindInput script that comes with the controls menu example shows how to use it. To test it run the controls menu example, go to Controls > Edit Gamepad and try to bind an axis to the Jump button.
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Related Issues (20)
- Missing documentation HOT 3
- Unable to bind Analog Buttons HOT 2
- Special buttons like Control does not work HOT 2
- Dual shift key issue HOT 1
- XBox Controller Support HOT 6
- Xbox Controller Axis Rounding
- Floats may be parsed and written with different cultures HOT 1
- No gamepad adapter has been assigned. HOT 1
- Calling InputManager.StopInputScan() from ScanHandler causing stack overflow. HOT 1
- Something on the XInput doesnt seem to be working on 2018.2 HOT 1
- InputManager.IsScanning is execution order dependent HOT 10
- Editor Resources should be under the editor folder HOT 1
- Input Editor changes dont take effect
- Check if key is already assigned in any of the control schemes HOT 2
- Getting Mouse cursor's to world point
- ArgumentException: Input Axis mouse_axis_0 is not setup HOT 7
- InputManager loses all set controls in control scheme after pressing pause HOT 4
- Gamepad on control schemes for Gamepad 2 & 3 turn into Gamepad 1 upon loading input configuration HOT 3
- Keyboard Keys has delay issues with Running Script, but when I use the ARROW Keys, the problem is gone HOT 2
- new unity input system HOT 1
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