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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. |
| 1 | +This sample demonstrates how to use the Input System APIs to set up a rebinding UI. The main file is |
| 2 | +[RebindActionUI](./RebindActionUI.cs) which, aside from serving as an example, contains a reusable `MonoBehaviour` |
| 3 | +component for composing rebinding UIs. The [RebindUIPrefab](./RebindUIPrefab.prefab) contains a ready-made prefab that |
| 4 | +can be used as a simple drop-in setup for rebinding an individual action. |
2 | 5 |
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| -To demonstrate how to use images instead of textual display strings, take a look at [GamepadIconsExample](./GamepadIconsExample.cs). |
| 6 | +To demonstrate how to use images instead of textual display strings, take a look at |
| 7 | +[GamepadIconsExample](./GamepadIconsExample.cs). |
4 | 8 |
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| -To demonstrate how to show dynamic texts based on input action bindings, see [ActionLabel](./ActionLabel.cs). |
| 9 | +To demonstrate how to show dynamic UI texts based on input action bindings, see [ActionLabel](./ActionLabel.cs). |
6 | 10 |
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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. |
| 11 | +[InputActionIndicator](./InputActionIndicator.cs) and [InputActionIndicator.prefab](./InputActionIndicator.prefab) |
| 12 | +shows how to make a simple UI indicator that shows whether an associated input action is enabled, disabled or |
| 13 | +performed. This behavior has been added to this sample to add observability of actions triggered within gameplay, |
| 14 | +menu and rebind contexts. |
8 | 15 |
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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. |
| 16 | +The [RebindSaveLoad](./RebindSaveLoad.cs) script demonstrates how to persist user rebinds in `PlayerPrefs` and how |
| 17 | +to restore them. |
11 | 18 |
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| -In this sample it is possible to directly rebind gamepad sticks in the gamepad control scheme. In practice, you probably |
13 |
| -don't want to set up rebinding the sticks like this but rather have a "swap sticks" kind of toggle instead. In this |
14 |
| -sample we have both variants for demonstration purposes. |
| 19 | +In this sample, keyboard bindings for "Move" (default WASD) is rebound as a single composite. This means that |
| 20 | +indivudual parts will get assigned one after the other. Another way of doing this is to set it up as four individual |
| 21 | +button bindings and assign them individually as four partial bindings. |
15 | 22 |
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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. |
| 23 | +In this sample it is possible to directly rebind gamepad sticks in the gamepad control scheme. In practice, you |
| 24 | +probably don't want to set up rebinding the sticks like this but rather have a "swap sticks" kind of toggle instead. |
| 25 | +In this sample we have both variants for demonstration purposes. See [RebindActionUI.SwapBinding](./RebindActionUI.cs) |
| 26 | +for a method that swaps two bindings of similar type. |
| 27 | + |
| 28 | +The icons used in the sample are taken from |
| 29 | +[Free Prompts Pack v4.0](https://opengameart.org/content/free-keyboard-and-controllers-prompts-pack) created by, |
| 30 | +and made available to public domain by Nicolae Berbece. |
17 | 31 | Icons are licensed under [Creative Commons CC0](https://creativecommons.org/publicdomain/zero/1.0/).
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