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Keep-It-Alive/Assets/CarbonInput/readme.txt
2020-04-18 18:14:51 +10:00

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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.