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Input
Every key, button and axis you want to use in your application has to be registered at the Synchronizer prefab.
All you have to do is to use the methods our package provides instead of the classic Unity ones.
| UnityEngine | CAVE |
|---|---|
| Input.GetAxis(string axisName) | InputSynchronizer.GetAxis(string axisName) |
| Input.GetButton(string buttonName) | InputSynchronizer.GetButton(string buttonName) |
| Input.GetButtonDown(string buttonName) | InputSynchronizer.GetButtonDown(string buttonName) |
| Input.GetButtonUp(string buttonName) | InputSynchronizer.GetButtonUp(string buttonName) |
| Input.GetKey(string name) | InputSynchronizer.GetKey(string name) |
| Input.GetKeyDown(string name) | InputSynchronizer.GetKeyDown(string name) |
| Input.GetKeyUp(string name) | InputSynchronizer.GetKeyUp(string name) |
| Input.GetMouseButton(int button) | InputSynchronizer.GetMouseButton(int button) |
| Input.GetMouseButtonDown(int button) | InputSynchronizer.GetMouseButtonDown(int button) |
| Input.GetMouseButtonUp(int button) | InputSynchronizer.GetMouseButtonUp(int button) |
| - | InputSynchronizer.GetFlyStickButton(int buttonChannel) |
| - | InputSynchronizer.GetFlyStickButtonDown(int buttonChannel) |
| - | InputSynchronizer.GetFlyStickButtonUp(int buttonChannel) |
- GetKey*() methods do not support KeyCode parameter
At the beginning of every Update() call the master sends the current axes and button states to all slaves. Axes states are sent every frame, buttons/keys only if they are pressed.
| InputInputMessage |
|---|
| int axesLength |
| Axis[] axes |
| int buttonsLength |
| Button[] buttons |
| Axis |
|---|
| int id |
| float value |
| Button |
|---|
| short inputType |
| int id |
(inputType = ButtonDown or KeyDown)
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