Available on Asset Store: https://assetstore.unity.com/packages/tools/input-management/simple-input-system-113033
Discord: https://discord.gg/UJJt549AaV
WebGL Demo: https://yasirkula.net/SimpleInputDemo/
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.
Please note that Unity's new Input System is not supported.
There are 5 ways to install this plugin:
- import SimpleInput.unitypackage via Assets-Import Package
- clone/download this repository and move the Plugins folder to your Unity project's Assets folder
- import it from Asset Store
- (via Package Manager) add the following line to Packages/manifest.json:
"com.yasirkula.simpleinput": "https://github.com/yasirkula/UnitySimpleInput.git",
- (via OpenUPM) after installing openupm-cli, run the following command:
openupm add com.yasirkula.simpleinput
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.GetAxisSensitivity
.
- 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
- AxisInputUIArrows: provides 2-directional (left-right or up-down) or 4-directional axis input while attached UI Element is held down (see ArrowsAllDirections, ArrowsHorizontal and ArrowsVertical prefabs). UI Element's RectTransform must have a Pivot value of (0.5, 0.5)
- AxisInputMoveGesture: provides axis input while move gesture (two pointers moving in the same direction) is performed on a RectTransform
- AxisInputPinchGesture: provides axis input while pinch gesture (two pointers moving in opposite directions) is performed on a RectTransform
- AxisInputRotateGesture: provides axis input while rotate gesture (two pointers rotating around a center point) is performed 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. Dpad's RectTransform must have a Pivot value of (0.5, 0.5)
- 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). If Can Follow Pointer is selected, joystick will follow the cursor when cursor's distance to the joystick is greater than the radius
- SteeringWheel: provides axis input while the wheel is rotated (by far, the most fun input method to play with =') ). Steering wheel's RectTransform must have a Pivot value of (0.5, 0.5)
- Touchpad: provides axis input while a pointer is dragged on a RectTransform
- 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
- 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
- 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.
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.
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.