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Slight improvements to README file
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This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is [RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour` component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that can be used as a simple drop-in setup for rebinding an individual action.
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This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is
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[RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour`
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component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that
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can be used as a simple drop-in setup for rebinding an individual action.
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To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs).
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To demonstrate how to use images instead of textual display strings, take a look at
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[GamepadIconsExample](./GamepadIconsExample.cs).
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To demonstrate how to show dynamic texts based on input action bindings, see [ActionLabel](./ActionLabel.cs).
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To demonstrate how to show dynamic UI texts based on input action bindings, see [ActionLabel](./ActionLabel.cs).
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Finally, the [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how to restore them from there.
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[InputActionIndicator](./InputActionIndicator.cs) and [InputActionIndicator.prefab](./InputActionIndicator.prefab)
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shows how to make a simple UI indicator that shows whether an associated input action is enabled, disabled or
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performed. This behavior has been added to this sample to add observability of actions triggered within gameplay,
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menu and rebind contexts.
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In this sample, keyboard bindings for "Move" (default WASD) is rebound as a single composite. This means that indivudual parts will get assigned one after
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the other. Another way of doing this is to set it up as four individual button bindings and assign them individually as four partial bindings.
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The [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how
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to restore them.
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In this sample it is possible to directly rebind gamepad sticks in the gamepad control scheme. In practice, you probably
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don't want to set up rebinding the sticks like this but rather have a "swap sticks" kind of toggle instead. In this
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sample we have both variants for demonstration purposes.
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In this sample, keyboard bindings for "Move" (default WASD) is rebound as a single composite. This means that
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indivudual parts will get assigned one after the other. Another way of doing this is to set it up as four individual
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button bindings and assign them individually as four partial bindings.
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The icons used in the sample are taken from [Free Prompts Pack v4.0](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) created by, and made available to public domain by Nicolae Berbece.
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In this sample it is possible to directly rebind gamepad sticks in the gamepad control scheme. In practice, you
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probably don't want to set up rebinding the sticks like this but rather have a "swap sticks" kind of toggle instead.
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In this sample we have both variants for demonstration purposes. See [RebindActionUI.SwapBinding](./RebindActionUI.cs)
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for a method that swaps two bindings of similar type.
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The icons used in the sample are taken from
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[Free Prompts Pack v4.0](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) created by,
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and made available to public domain by Nicolae Berbece.
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Icons are licensed under [Creative Commons CC0](https://creativecommons.org/publicdomain/zero/1.0/).

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