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Download a CSV file of the current Keyboard element identifiers here. Download a CSV file of the current Mouse element identifiers here.


Very similar to the previous example , this is a slightly modified process:. The previous methods for displaying glyphs and other mapping information require that the Joystick be attached to the system in order to look up the information. Sometimes you may want to display glyphs or other information about mappings for Joysticks that are not currently connected. The only way to do this is by loading Controller Map instances using the following methods to determine what the default mappings are for the controller in question when it is not present:.


Joystick Maps: ReInput. Controller Template Maps: ReInput. Use the information from the returned maps to determine the mappings and display the information. You can get information about all the input sources currently contributing to the value of an Action in a Player.


There are several methods available to get this information:. You can either retrieve a list of all input sources currently contributing to input or query whether a Controller type or an individual Controller contributed input.


You can get data about the current input sources and then use that to tell which Controllers or even which individual elements on the Controllers were used to provide the input in the current frame. See InputActionSourceData for more information on data returned. You can determine which Controller or what type of Controller was last used system-wide or by an individual Player.


The ReInput methods will get the last active controller of all controllers regardless of whether or not it is assigned to a Player or any of the elements have been mapped.


This is most useful for one-player games. The Player. GetLastActiveController method will get the last active controller used by that Player. Be aware that only mapped elements determine whether a Controller just became active.


For example, if you're testing to see if the mouse is the last active controller, if nothing is mapped to the left mouse button and it is clicked, it will not be considered the last active controller in the Player. Then you can get the Controller type from Controller.


See Controller Templates - Determining if a Controller implements a particular Controller Template for more information. It's possible to use the exact same code to process both Absolute and Relative axes by first processing Absolute values into Relative values. This can be done by simply multiplying the value by Time.


For example, getting all axis values through this method will result in axis values that are processed to be Relative. Then your code can just be written to expect only Relative values:. The general process of calibrating Joystick axes is as follows:. Enabled The enabled state of the Axis can be set with the AxisCalibration. Disabled Axes always return 0. Dead zone The dead zone of the Axis can be set with the AxisCalibration.


If the Axis's absolute value is less than or equal to the dead zone, it will return 0. Min, max, zero The Axis's value can be converted to a new range using the AxisCalibration. These can be used to transform the value of an Axis such as a gamepad trigger that returns -1 at a resting state into a more useful range of 0 when at rest, 1 when fully pressed. If AxisCalibration. Invert If AxisCalibration. This can be used to correct an inverted Axis. Sensitivity In order to set axis sensitivity, you must set the AxisCalibration.


Rewired supports vibration on compatible controllers on certain platforms. See this for more information. Setting vibration through the Player allows you to set vibration on all Joysticks assigned to that Player simultaneously. To set vibration in the Joystick s , just get them from the Player class and set the motor levels on each of them. This would set vibration on all Joysticks assigned to the Player. GetVibration Joystick. SetVibration Joystick.


StopVibration Joystick. These methods should only be used if you need to detect both a single press and a double press on the same Action because they only return true after a delay. To differentiate between a short tap and a longer press, simply use a combination of Player. For example:. Negative Buttons:. Each of the methods above also has a corresponding Negative Button method which is named the same except with NegativeButton in place of Button.


These serve to allow you to use axes as buttons and will trigger when the negative side of the axis is activated while the standard Button version will trigger only when the positive side of the axis is activated. However, it is usually easier to just map each pole of the axis to a seperate Action split axis so that each Action can just be queried with GetButton.


If you want all GetButton calls to return True when either the positive or negative side of the axis is activated, enable the option "Activate Action Buttons on Negative Values" in the Rewired Editor. Rewired does not currently have a way to bind multiple Controller elements to a single Action except for keyboard modifier keys and indirectly through the use of Custom Controllers. To handle button combos, they should be handled in code based on your individual needs timings, which needs to be pressed first, what cancels what out, etc.


In these cases, it can help to think of it as if you're using Actions as buttons:. The constituent Actions can be remapped by the user freely and nothing breaks. You also don't have to worry about the complexities of trying to allow the user to remap actual physical button combos for an Action and worrying about what else may already mapped to the constituent buttons.


In addition, this kind of Action combo will work across multiple Controllers and Controller types since Rewired's Player -based input system is largely controller agnostic.


The joystick auto-assignment system has a number of options available, including the option to exclude certain Players from auto-assignment. The "Exclude from Joy Auto Assign" checkbox on the Player in the Rewired Editor allows you to selectively disable joystick auto-assignment for certain Players.


Additionally, this can be set in scripting with the player. Also, the Settings page of the Rewired Editor has a number of options which can be set for Joystick auto-assignment. The "Assign to Playing Players Only" option allows to you exclude Players who are not currently playing or have been disabled by setting the Player. Most configuration settings can be changed at runtime through ReInput. Please see the ReInput. ConfigHelper API reference for more information.


You can inject your own input values into the Player-Action system is through the use of Custom Controllers. See the Custom Controllers documentation for more information. Rewired includes the Unity Input Override script to make converting most scripts from Unity input to Rewired effortless and automatic, requiring no code changes to work. It even works with most assets downloaded from the Unity Asset Store. See Unity Input Override for more information.


Converting a script from UnityEngine. Input is a very straightforward process for a single player game. For a quick conversion, simply do two find and replace operations:. You will also need to create the Actions in the Rewired Input Manager that match the string names expected in the code.


If your code has Input. GetKey calls, if you want those to instead use Rewired Actions , you will want to change these to "Rewired. GetPlayer 0. Input to Rewired. For example, this allows you to use Rewired Actions in scripts without having to type in strings which are prone to typos, plus it allows you take advantage of auto-complete in your IDE. Using constants is also more efficient because integer comparison is faster than string comparison.


Note: The exported constants will only be valid for the Rewired Input Manager from which they were exported. If you have multiple different Rewired Input Managers with different input configurations, you will have to export from both and use a different parent class name for each so they don't conflict.


Also, if you add or delete any relevant items in the Rewired Input Manager, the constant list must be exported again. You can display a list of Rewired Actions in a MonoBehaviour script by using the ActionIdPropertyAttribute which will automatically create a Unity property drawer in the inspector.


You must pass this attribute a class Type that contains a list of public integer constants. Each constant will be displayed in the drop-down list. Optional: You can also pass ActionIdProperty an integer Enum type and it will display each item in the enumeration. The drawback of using Enums is that you will have to cast the enum value to an int each time you want to use it in the Rewired API. The property drawer does not have the capability of drilling down multiple class levels to find constants to generate the list.


This will assign a Joystick to each Player in order as they become available so that the first Joystick is assigned to Player 0, the second to Player 1, and so on. But the question has come up many times as to how to be able to let users just pick up any attached controller and press "Start", then have that player join as the next available Player with that Joystick assigned. This kind of assignment method isn't as straightforward to implement.


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