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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.