Setting Up the Default Inputs
The first thing to do is to create a setup script which will run once before any of your other scripts try to get input from cInput. Note that this setup script only needs to run once, so if you put it in the first scene the player will see (e.g., a splash screen or loading screen) then you don't need to include it in any other scenes. cInput will persist when changing scenes.
It is considered best practice to call
Init() in your
Awake() function to allow cInput to instantiate a
GameObject and load any customized settings. After that, you can define all of your default settings in the
Start() (or other) function, starting with defining
SetKey() followed by any
SetAxis(), similar to what's shown below:
axiscannot be defined until after its
actionshave been defined.
For a full list of acceptable inputs (as strings) see the Valid Inputs section. Additionally, you can use the included
Keys class to let autocomplete help you type in the correct keys. Many of the examples in this documentation take advantage of the