InputManager | Custom InputManager for Unity | Game Engine library
kandi X-RAY | InputManager Summary
kandi X-RAY | InputManager Summary
InputManager is a custom input manager for Unity that allows you to rebind keys at runtime and abstract input devices for cross platform input.
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InputManager Key Features
InputManager Examples and Code Snippets
Community Discussions
Trending Discussions on InputManager
QUESTION
Trying to use fastreport opensource version to prepare and export a report to pdf Using Microsoft Sql Server database as datasource for it My code seemingly connects to the database and is able to fill the datasource so most likely the problem is somewhere in the code that creates the report itself , but i dont exactly see where it could happen
Exception occurs in report.Prepare(); and the line after it
...ANSWER
Answered 2021-Dec-26 at 16:00And i managed to fix it Basically the cause for that error was using the wrong type of sqlconnection Reworked the code from this
QUESTION
I've got an WPF application I'm writing, however whilst testing the insert of a record I'm getting the below exception.
The Application is using .NET 4.8, I'm using Entity Framework 5.
The exception I'm getting is:
...ANSWER
Answered 2021-Dec-20 at 15:20After finding an Entity Framework update I've updated, that's then advised that there was a decimal record that was out of scope so I've resolved it!
QUESTION
Hi!
After the discussion with Ruzihm in the comments. I've now created a simple version of my game to better ask the question I'm having.
The question now is, since I'm not able to manually create a connection to the testObject
field in the inspector. How do I now tell Unity to use my instantiated objects while the game is running?
And is this a good solution for a RTS game that may have 100s of Units active at a time? The end goal here is to apply this force to a radius around the cursor. Which I was thinking of using Physics.OverlapSphere
Here's the minimal scenario of what I have:
- New Unity scene
- Attached the InputManager to the main camera.
- Created a capsule and a plane.
- Added ApplyForce to the Capsule
- Created a prefab from the capsule and deleted it from the scene.
- In the InputManager I added the ability to press space to Instantiate a capsule with the ApplyForce script attached..
- Drag the capsule prefab to the InputManager "objectToGenerate"
ANSWER
Answered 2021-Dec-20 at 08:53Well, you are creating your new instances of your object, but your input manager immediately forgets about them (note that you do nothing with the return value). The InputManager
only knows about the ApplyForce
that was created in its Start
(and then interacts with it depending on mouse input) and your ApplyForce
script knows nothing about any InputManager
. So, it should come as no surprise that only the first instance reacts to the mouse input.
So, something has to be done to your InputManager
and/or your ApplyForce
. Your InputManager
could remember the instances it creates (which isn't enough, because what if for example, a map trigger creates new player controllable units) or it could go looking for units each time.
Your ApplyForce
could register with the InputManager
when they are created, but then you would need to loop through the units and find out which ones are under the mouse, anyway.
Since you only want to select ones based on what is near or under your cursor and only when input occurs and not like every frame, I would go with the simplest approach, just letting your InputManager
find the units when it needs them. Something like below, explanation in comments:
QUESTION
I can't build the project in the Debug configuration due to the fact that the compiler detects strange compile errors in the standard library. The project can be built in the Release configuration, due to the absence of _DEBUG
, but I need to debug the project somehow. How can it be fixed?
Example ():
ANSWER
Answered 2021-Dec-19 at 12:18Indeed, the problem was in the stb_vorbis.c
file, whose #define
's conflict with the standard library. I discovered this by isolating from stb and then going to this file.
I was inspired by the solution here.
It was suitable to me to rearrange #include
directives in such a way that stb_vorbis.c
was at the end of the list. Now it is possible to build the entire project completely.
FileManager.cpp:
QUESTION
So I'm trying to do a login form in C# WPF but the problem is that when I click the get key button, I get a weird error:
[![System.Component.Win32Exception - The system cannot find the file specified.][1]][1]
https://media.discordapp.net/attachments/884162841974829086/897651436828123146/qPxpV.png
This is what I put in the get key button code:
...ANSWER
Answered 2021-Oct-13 at 03:58Assuming you are using .NET Core, you can use the following workaround:
QUESTION
public class MovementControl : MonoBehaviour
{
[SerializeField] private GameObject playerToMove;
[SerializeField] private float speed = 5f;
private InputAction moveAction;
private float horizontal;
private float vertical;
public void Initialize(InputAction moveAction)
{
moveAction.Enable();
this.moveAction = moveAction;
}
private void OnEnable()
{
moveAction.Enable();
}
}
public class InputManager : MonoBehaviour
{
[SerializeField] private MovementControl movementController;
private InputActions inputScheme;
private void Awake()
{
inputScheme = new InputActions();
movementController.Initialize(inputScheme.Player.Move);
}
}
...ANSWER
Answered 2021-Sep-10 at 02:19I think Unity doesn't go through every Awake() first then every Enable(). The execution goes script by script rather every awake then every enable.
Is this in the same class? Try replacing the order of the 2 classes, otherwise I think their place in the object component hierarchy also affects this.
QUESTION
it's my first question here in Stackoverflow so excuse me if I forget to mention something!
I am creating an interface for an industrial washing machine using a WPF C# app and an Arduino DUE. They comunicate through a Serial Port.
Serial Port current settings:
- BaudRate = 115200
- Over USB cable (arduino programming port)
- DTR and Rts enabled
- WriteTimeout = 1000;
The Arduino is printing to the Serial Port without any delays, the states of all Analog input pins and a couple Digital input pins.
In the current state of the interface I try to simply turn on and off certain pins, however the c# app freezes and then crashes with the following error message = "System.IO.IOException: 'The semaphore timeout period has expired.".
Heres some experiences I've made and the following results:
Reducing the BaudRate to 9600 managed to make it so some messages get through and the pins turn off and on, if I change them too fast the same error message occurs.
With the baud rate back to 115200 and on the Arduino code i stop the sending of input pin states to the serial port, the error is gone and i can change pin states fast without any problems, but I won't be able to read anything from the arduino.
The Following code represents the arduino code with the sending of analog and digital input states enable. To disable I comment the 2 last lines
...ANSWER
Answered 2021-Aug-22 at 09:02After a few days I have figured out what happened!
The Arduino Due was crashing do to an overflow of data coming from C#!When it crashed C# would throw the Semaphore Timeout Exception and would never recover from it even when a try and catch was in place, and I gave it time to clear the traffic of all the data sent!
Initially the message sent from C# was the following:
serialPort.Write("#30" + pinNumber + power + "\n");
- '#' -> order
- 3 -> Analog Output
- '0'+pinNumber -> pin number (0 is added when the pin number has only 1 digit ex. 02 por pin 2)
- power -> value from 0-255
- '\n' -> end command
When using a slider it would send this message with a different power value many times and in a short time. Crashing the Arduino and requiring a reset.
After days of testing I tried the following message as an experiment:
serialPort.Write(power + "\n");
I temporarily changed the arduino code to only change pin 2, that way only a value to change to was required.
After this change , no matter how fast I dragged the slider from on side to the other, the Arduino would comply and the problem was solved.
QUESTION
I have a few lists of items, one called "currentInputs" which is what the user is meant to be able to add to by pressing keys, and "keyInputs" which is the list of authorized keys that the user can enter. The issue is that whenever I enter a key into "currentInputs" then the same key disappears from "keyInputs" meaning that each key can only be pressed once, ever. I'm not sure what is causing this, please help.
...ANSWER
Answered 2021-Aug-14 at 15:40Well you assign
QUESTION
For some reason, when i try to call this TitleScreen instance, it gives an error. It used to work before I add a few stuff, unfortunate I can't undo it and now I have no idea how to fix it.
This is where I call the class instance: (The last line on the private section)
The errors that appears:
Telas.h ...Type identifier missing - int assumed. Obs. C++ does not support default-int 'tsn': Unknown substitution specifier
ANSWER
Answered 2021-Aug-02 at 16:46The problem is in the assignment operator: it returns the result, so it can't be declared as void
.
Change the line:
void operator=(Telas const&);
to
Telas& operator=(Telas const&);
then fix the implementation of this operator.
QUESTION
When calling GetComponent() just after my program starts up, I find that the method sometimes does not return a component quickly enough to prevent a null reference exception when code later tries to access the component member variable. My question is - is there a way to wait for GetComponent to finish finding what it needs to? I know can wait using coroutines, but is there another way to do this with some kind of lambda callback or event?
...ANSWER
Answered 2021-Jul-30 at 07:32You should call GetComponent() before using the component. You could also check out Script Execution order menu (Edit - Project Settings - Script Execution order)
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