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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

User controls


Maybe you don't like the default controls and key combinations associated with the input axes—Horizontal, Vertical, and Fire1. Maybe you want to change them. These input axes are read using the Input.GetAxis function (shown earlier) and are specified by human readable names, but it's not immediately clear how Unity maps specific input buttons and devices to these virtual axes. Here, we'll see briefly how to customize these. To get started, let's access the Input settings by navigating to Edit | Project Settings | Input from the application menu. See Figure 4.21:

Figure 4.21: Accessing the Input menu

On selecting this option, a collection of custom-defined input axes appear as a list in the Object Inspector. See Figure 4.22. This defines all axes used by the input system. The Horizontal and Vertical axes should be listed here:

Figure 4.22: Exploring the input axes

By expanding each axis in the Object Inspector, you can easily customize how user input is mapped, that is, how specific...

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