This is an example of using a custom Input manager, it uses XInputDotNet and Unity Standar Assets (CrossplatformInput). You can read input from:
- Mouse and Keyboard
- Gamepad
- Touch Input
- Party Manager (Create a party with several inputs)
- Input Merge (Redefined Input manager)
- Controller vibration (XInputDotNet)
- Input Configutation files default: XInput -> Scriptables -> ControllerConfig
- It should work as a customizable controll schema
- Change controller config at runtime
- Live remaping
- Define multiple Buttons and Axis, query them by id.
- Query Dpad buttons is only available using XInputDotNet
- On Generic Input and Keyboard it uses Unity Standar Input
- Use the #define directives to enable/disable modes
- MOBILE_INPUT enable touch input
- USE_GENERICINPUT enable generic input (XInput will be disabled)
- Easier customization
Want to contribute? Great!