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A replacement for Unity's standard Input system that supports custom input providers like joysticks, UI buttons and d-pads
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yasirkula - Added SimpleInput.TrackUnityInput (see README)
- Got rid of CS0649 warnings in the console
- Bugfix for an exception that might occur when scene changes
- Packed unused sprites into ExtraResources.unitypackage
Latest commit aee2642 Jul 7, 2019

README.md

Simple Input for Unity 3D

screenshot

Available on Asset Store: https://www.assetstore.unity3d.com/en/#!/content/113033

Forum Thread: https://forum.unity.com/threads/simple-input-use-custom-input-providers-like-joysticks-ui-buttons-and-d-pads-open-source.520504/

WebGL Demo: http://yasirkula.net/SimpleInputDemo/

ABOUT

SimpleInput is an improvement over Unity's standard Input system that allows you to use custom input providers like on-screen joysticks, UI buttons and d-pads. In other words, it lets you simulate e.g. Input.GetAxis when a button is pressed or a virtual joystick is dragged. It also supports using custom axes and buttons that don't necessarily exist in Edit-Project Settings-Input.

To use the SimpleInput system, simply replace Input with SimpleInput in your scripts; i.e:

  • Input.GetAxis -> SimpleInput.GetAxis
  • Input.GetAxisRaw -> SimpleInput.GetAxisRaw
  • Input.GetButtonDown -> SimpleInput.GetButtonDown
  • Input.GetButton -> SimpleInput.GetButton
  • Input.GetButtonUp -> SimpleInput.GetButtonUp
  • Input.GetMouseButtonDown -> SimpleInput.GetMouseButtonDown
  • Input.GetMouseButton -> SimpleInput.GetMouseButton
  • Input.GetMouseButtonUp -> SimpleInput.GetMouseButtonUp
  • Input.GetKeyDown -> SimpleInput.GetKeyDown
  • Input.GetKey -> SimpleInput.GetKey
  • Input.GetKeyUp -> SimpleInput.GetKeyUp

Note that there is no replacement for Input.GetKey(string) function. You have to convert the string to the corresponding KeyCode to benefit from SimpleInput.GetKey(KeyCode) function.

By default, SimpleInput receives input from Unity's Input system, as well. That's why your code keeps working as is after changing Input to SimpleInput. If you want, you can disable this behaviour so that SimpleInput receives input from custom input providers only. Simply calling SimpleInput.TrackUnityInput = false; will do the trick. It is possible to let a subset of the standard Unity inputs continue providing input to SimpleInput via the UnityInputProvider component.

SimpleInput works almost identically to standard Input system; only the lerping of Input.GetAxis might differ slightly. Lerp modifier can be configured via SimpleInput.AxisLerpModifier.

UPGRADING FROM PREVIOUS VERSIONS

If you are upgrading from a very old version of SimpleInput, values of axes, buttons, mouse buttons and keys in SimpleInput components might get reset after the upgrade. So, you should write down these values somewhere before upgrading the plugin.

BUILT-IN INPUT COMPONENTS

SimpleInput.GetAxis Inputs

  • AxisInputKeyboard: provides axis input while specified key is held down
  • AxisInputMouse: redirects "Mouse X" and "Mouse Y" inputs to two other axes on standalone platforms. Normally, on mobile platforms, dragging your finger on touchscreen provides "Mouse X" and "Mouse Y" inputs. However, you may want to simulate these two axes only with certain input method(s) on mobile platforms, e.g. a joystick. In this case, use this component to redirect mouse input to some other custom axes (like "MouseNew X", "MouseNew Y") and use these axes with SimpleInput in your scripts. Other input method(s) e.g. joystick should also use these axes instead of "Mouse X" and "Mouse Y"
  • AxisInputUI: provides axis input while attached UI Element (anything that extends UnityEngine.UI.Graphic) is held down
  • AxisInputPinchGesture: provides axis input while pinch gesture is performed with two pointers on a RectTransform
  • AxisInputRotateGesture: provides axis input while rotate gesture is performed with two pointers on a RectTransform
  • AxisInputSwipeGesture: provides axis input while a pointer is swiped by a specified amount on a RectTransform
  • Dpad: provides -1, 0 or 1 as axis input for x and y axes while the Dpad is held down; works similar to joystick Dpads
  • Joystick: a standard on-screen joystick input. If Is Dynamic Joystick is selected, joystick only appears while a pointer touches the screen. Dynamic Joystick Movement Area specifies the zone that the dynamic joystick can appear in (leave blank to use the whole canvas)
  • SteeringWheel: provides axis input while the wheel is rotated (by far, the most fun input method to play with =') )
  • Touchpad: provides axis input while a pointer is dragged on a RectTransform

SimpleInput.GetButton Inputs

  • ButtonInputKeyboard: provides button input while specified key is held down
  • ButtonInputUI: provides button input while attached UI Element is held down
  • ButtonInputSwipeGesture: provides button input while a pointer is swiped by a specified amount on a RectTransform

SimpleInput.GetMouseButton Inputs

  • MouseButtonInputKeyboard: provides mouse button input while specified key is held down
  • MouseButtonInputUI: provides mouse button input while attached UI Element is held down
  • MouseButtonInputSwipeGesture: provides mouse button input while a pointer is swiped by a specified amount on a RectTransform

SimpleInput.GetKey Inputs

  • KeyInputKeyboard: provides key input while specified real key is held down
  • KeyInputUI: provides key input while attached UI Element is held down
  • KeyInputSwipeGesture: provides key input while a pointer is swiped by a specified amount on a RectTransform

To send an input while a mouse button is held down, you can use the XInputKeyboard component and set the key to the desired mouse button: KeyCode.Mouse0, KeyCode.Mouse1, etc.

Prefabs folder contains some plug 'n' play prefabs. Drag & drop them to your canvas and you are good to go! You can also customize them using the sprites provided in the Sprites folder (or using your own sprites, obviously). For more resources, open ExtraResources.unitypackage.

REBINDING INPUTS

It is possible to rebind the axes, buttons, mouse buttons and/or keys in your components during gameplay. For example, if you want to change the axes of your joystick from "Horizontal" and "Vertical" to "Horizontal2" and "Vertical2", use the following code:

void ChangeBindingsOfJoystick( Joystick joystick )
{
	joystick.xAxis.Key = "Horizontal2";
	joystick.yAxis.Key = "Vertical2";
}

Rebinding inputs from the Inspector is currently not possible during gameplay.

WRITING CUSTOM INPUT PROVIDERS

Simply create a SimpleInput.AxisInput, SimpleInput.ButtonInput, SimpleInput.MouseButtonInput or SimpleInput.KeyInput object and call its StartTracking() function to start sending inputs to SimpleInput. Make sure to call the StopTracking() function before the object is destroyed or disabled. To change the value of the input, change its value field. See AxisInputKeyboard.cs and AxisInputUI.cs for reference.

If you need to update your input's value in Update function, you can register to SimpleInput.OnUpdate event instead of using Unity's Update function as SimpleInput.OnUpdate is called before other Update functions (Script Execution Order).

To easily simulate a button click, mouse button click or key click from your scripts, you can use the SimpleInputHelper.TriggerButtonClick, SimpleInputHelper.TriggerMouseButtonClick and SimpleInputHelper.TriggerKeyClick functions.

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