InputManager | Custom InputManager for Unity | Game Engine library

 by   daemon3000 C# Version: Current License: Non-SPDX

kandi X-RAY | InputManager Summary

kandi X-RAY | InputManager Summary

InputManager is a C# library typically used in Gaming, Game Engine, Unity applications. InputManager has no bugs, it has no vulnerabilities and it has low support. However InputManager has a Non-SPDX License. You can download it from GitHub.

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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            kandi-support Support

              InputManager has a low active ecosystem.
              It has 489 star(s) with 77 fork(s). There are 52 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 50 have been closed. On average issues are closed in 28 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of InputManager is current.

            kandi-Quality Quality

              InputManager has 0 bugs and 0 code smells.

            kandi-Security Security

              InputManager has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              InputManager code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              InputManager has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              InputManager releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.
              InputManager saves you 618 person hours of effort in developing the same functionality from scratch.
              It has 1437 lines of code, 0 functions and 86 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of InputManager
            Get all kandi verified functions for this library.

            InputManager Key Features

            No Key Features are available at this moment for InputManager.

            InputManager Examples and Code Snippets

            No Code Snippets are available at this moment for InputManager.

            Community Discussions

            QUESTION

            Getting a Metadata file 'Microsoft.CSharp' could not be found error upon trying to export a fastreport report
            Asked 2021-Dec-26 at 16:00

            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 16:00

            And i managed to fix it Basically the cause for that error was using the wrong type of sqlconnection Reworked the code from this

            Source https://stackoverflow.com/questions/70473266

            QUESTION

            C# WPF Exception when inserting a record EntryPointNotFoundException
            Asked 2021-Dec-20 at 15:20

            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 15:20

            After 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!

            Source https://stackoverflow.com/questions/70377936

            QUESTION

            Referencing Instantiated objects after their creation in Unity
            Asked 2021-Dec-20 at 08:53

            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:

            1. New Unity scene
            2. Attached the InputManager to the main camera.
            3. Created a capsule and a plane.
            4. Added ApplyForce to the Capsule
            5. Created a prefab from the capsule and deleted it from the scene.
            6. In the InputManager I added the ability to press space to Instantiate a capsule with the ApplyForce script attached..
            7. Drag the capsule prefab to the InputManager "objectToGenerate"
            ...

            ANSWER

            Answered 2021-Dec-20 at 08:53

            Well, 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:

            Source https://stackoverflow.com/questions/70387979

            QUESTION

            C++ destroys itself by detecting compile errors in the standard library
            Asked 2021-Dec-19 at 12:18

            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 12:18

            Indeed, 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:

            Source https://stackoverflow.com/questions/70408811

            QUESTION

            Trying to make button redirect me to a website
            Asked 2021-Oct-13 at 09:20

            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 03:58

            Assuming you are using .NET Core, you can use the following workaround:

            Source https://stackoverflow.com/questions/69548572

            QUESTION

            Why is OnEnable() being called before Awake()?
            Asked 2021-Sep-11 at 12:00
            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 02:19

            I 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.

            Source https://stackoverflow.com/questions/69126204

            QUESTION

            C# to and from Arduino DUE Serial Semaphore Time out
            Asked 2021-Aug-22 at 09:02

            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 09:02

            After 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.

            Source https://stackoverflow.com/questions/68846732

            QUESTION

            List items disappear into thin air
            Asked 2021-Aug-14 at 15:40

            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 15:40

            QUESTION

            Why am I getting this error upon calling TitleScreen instance?
            Asked 2021-Aug-02 at 17:37

            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:

            Type identifier missing - int assumed. Obs. C++ does not support default-int 'tsn': Unknown substitution specifier

            Telas.h ...

            ANSWER

            Answered 2021-Aug-02 at 16:46

            The 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.

            Source https://stackoverflow.com/questions/68625041

            QUESTION

            Wait for GetComponent() to load
            Asked 2021-Jul-30 at 07:40

            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 07:32

            You should call GetComponent() before using the component. You could also check out Script Execution order menu (Edit - Project Settings - Script Execution order)

            Source https://stackoverflow.com/questions/68580428

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install InputManager

            For detailed information on how to get started with this plugin visit the Wiki or watch the video tutorial linked below.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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