InputMaster Xbox 360 Controls

From Unify Community Wiki
(Difference between revisions)
Jump to: navigation, search
m (Michael Notarnicola moved page InputMaster X360 Controls to InputMaster Xbox 360 Controls: New name)
Line 1: Line 1:
 +
= InputMaster Xbox 360 Controls =
 +
'''Relevant for version v7.1.1b'''
 +
=== Initial Notes ===
 +
* If you haven't read the primer tutorial, [http://wiki.unity3d.com/index.php/InputMaster_Primer go read that '''now'''] before reading this.
 +
* This tutorial is NOT a Unity tutorial nor a primer to C# or programming in general. This tutorial assumes that you already have a good grasp of how Unity works and that you have intimate knowledge of programming concepts and the C# language.
 +
* BSGTools is C# '''ONLY'''. Unityscript and Boo are '''NOT''' supported.
 +
* InputMaster was designed for programmers, by a programmer. It has no configurable options in the Inspector, and should not be manually added to a GameObject for any reason. All configuration is done in code. However, if you'd like to make some variables editable in the Inspector, you can expose them through your InputManager.
 +
* It is worth mentioning that this tutorial uses a Singleton pattern to provide access to the InputManager script we will be creating. This pattern is easy and fast to implement, which is why I'm using it here. Some people argue that the Singleton pattern is bad design. Regardless, this is a '''beginner's tutorial''', and I'll be treating it as such.
  
 +
== Setting Up The Scene ==

Revision as of 19:51, 6 November 2014

InputMaster Xbox 360 Controls

Relevant for version v7.1.1b

Initial Notes

  • If you haven't read the primer tutorial, go read that now before reading this.
  • This tutorial is NOT a Unity tutorial nor a primer to C# or programming in general. This tutorial assumes that you already have a good grasp of how Unity works and that you have intimate knowledge of programming concepts and the C# language.
  • BSGTools is C# ONLY. Unityscript and Boo are NOT supported.
  • InputMaster was designed for programmers, by a programmer. It has no configurable options in the Inspector, and should not be manually added to a GameObject for any reason. All configuration is done in code. However, if you'd like to make some variables editable in the Inspector, you can expose them through your InputManager.
  • It is worth mentioning that this tutorial uses a Singleton pattern to provide access to the InputManager script we will be creating. This pattern is easy and fast to implement, which is why I'm using it here. Some people argue that the Singleton pattern is bad design. Regardless, this is a beginner's tutorial, and I'll be treating it as such.

Setting Up The Scene

Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox