Instead of reading directly from the InputManager is it possible to read inputs setup in ORK/Makinom, so that it can enjoy certain features from the Makinom input system like player input blocking in certain schematics or UI input blocking?
There are convenient static functions available to call in the InputKey class to get button/axis input from input key assets: if(InputKey.GetButton(inputAsset)) { // do something } else if(InputKey.GetAxis(inputAsset) > 0) { // do something }
Otherwise, you can get the data/settings from any ORK/Makinom asset via the asset's Settings property. In case of the input keys, that also gives you access to button/axis input functionality.
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if(InputKey.GetButton(inputAsset))
{
// do something
}
else if(InputKey.GetAxis(inputAsset) > 0)
{
// do something
}
Otherwise, you can get the data/settings from any ORK/Makinom asset via the asset's Settings property. In case of the input keys, that also gives you access to button/axis input functionality.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!