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Getting started

1. If not already done, download and import CarbonInput from Unity Asset Store

2. Initialize the input system by clicking the following menut item:

	Edit > Project Settings > Carbon Input > Create Carbon Input Axes

	Now the necessary axes are automatically set up and you can start using CarbonInput

3. Query a button or axis directly:

	bool button = GamePad.GetButton(CButton.A);

	float axis = GamePad.GetAxis(CAxis.LX);

	You could also query a Vector2:

	Vector2 leftStick = GamePad.GetStick(CStick.Left);

	// alternative:

	Vector2 leftStick = GamePad.GetLeftStick();

4. You can also query the complete state of a gamepad:

	GamePadState state = GamePad.GetState();

	bool fire = state.A;

	Vector2 move = state.Left;

	The GamePadState does not only store the current state, but also the state from the last frame.

	Therefor you can also check if a button was pressed or released during this frame:

	bool pressed = state.Pressed(CButton.A);

	bool released = state.Released(CButton.A);

5. The mentioned methods are able to accept a PlayerIndex as an optional parameter. 

	If you don't specify an index, the special index PlayerIndex.Any is used. 

	Example for second player: GamePad.GetButton(CButton.A, PlayerIndex.Two)



That's basically all. 

p.s.

If you want to have icons for the CarbonInput asset files, you have to move the content of the CarbonInput/Gizmos folder to the Gizmos folder in your assets root directory.