@bigsnake

I'll just put my progress here for simplicity ...

2015-09-30 23_48_17-Unity Personal (64bit) - scene1.unity - inputmanager2 - PC, Mac & Linux Stan.png

2015-09-30 23_48_54-Cortana.png

Previous version had flaws and I've improved things:

  • we'll use 'Commands' that have 'Bindings' of various types (analog, digital)
  • when polling a command, you can get value as digital or analog (for this one, pad input has precedence)
  • we now have a command that reacts to multiple devices ! (a must btw, Unity and many games do that, i.e. a normal UX)


Unsolved / WIP

  • shall we forbid combinations of signed axes / buttons ? it might be simpler as they're unrelated after all
  • if we should ensure no.1 then whether to define new interfaces for half/full axes
  • how shall we present things? actions -> key/buttons/axes or the opposite ? this has implications, I'd say no.1 ...
  • keyboard axes ? tightly related to former point (help !)
  • analog keyboard ? not too hard IMO and we could enhance it with nice easings, but is it really useful ?


Anyone is welcome to comment for improvement

ps. I've abandoned considering https://github.com/daemon3000/InputManager as IMO it is too bloated