Input Manager
Before we discuss the next component of the Event System Manager, I want to discuss the Input Manager. The Input Manager is where you define the axes in your game by assigning them to the buttons on your mouse, keyboard, or joystick (gamepad). This also allows you to use the axis name when coding to easily reference all inputs that you want to perform in an action.
Note
Remember, as we discussed in Chapter 5, there are actually two systems that will allow you to handle input in your game: the Input Manager and the new Input System. This chapter will focus on the Input Manager. We will discuss the new Input System in a future chapter.
To open the Input Manager, select Edit | Project Settings | Input Manager.
If you select the arrow next to Axes, you will see the default list of axes:
Figure 8.3: The Input Manager and all its pre-defined axes
There are 30 total axes by default. Changing the number next to Size will give you more...