@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![]()