Initial Setup
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Most of the setup is done for you if you import the .unitypackage
file or import . Nevertheless, cInput should only take--at most--the following number of steps to be ready for use in your project:
Use the Edit -> Project Settings -> cInput -> Setup InputManager Asset
menu command in the Unity Editor to create an InputManager.asset
file designed to work with cInput.
Place cInput.cs
somewhere in your Assets/Plugins
folder (or a subfolder of that directory) and it will automatically be accessible from your other scripts. This step should happen automatically if you imported the .unitypackage
file.
cInput comes with some optional helper classes which can make it easier to do certain things, such as the Keys
class which gives you autocomplete on key names. These should also go somewhere within the Assets/Plugins
folder. Again, this should happen automatically if you imported the .unitypackage
file.
That's it! You're now ready to start using cInput in your project.