I frequently get questions that are actually issues with Unity UI setup and have nothing to do with Rewired. If you are having difficulties with controlling the UI, please make sure your problems aren't really pertaining to usage of Unity's UI system before contacting support. The Rewired Standalone Input Module does nothing besides control input in Unity's UI system by changing the underlying input source from UnityEngine.Input to Rewired. Once the input is received from Rewired and input events are sent out to the Event System, what happens after that is out of Rewired's responsibility or knowledge. It does not change how Unity UI works and it has no control over the vast majority of Unity UI functionality which is handled in the UI element components themselves. ![]() It is a simple bridge between Unity UI and Rewired. It is not a new UI system, it does not attempt to solve issues with Unity UI's design, it does not attempt to add a bunch of new features to Unity UI. The Rewired Standalone Input Module is not a re-invention of Unity's UI system. You must also create the appropriate Actions in the Rewired Editor to match the Actions listed in the RewiredStandaloneInputModule and assign these Actions to one or more Controller Maps then assign those to one or more Players. This will allow the UnityUI system to receive input from Rewired. This component must be added to the Event System in the scene and the default StandaloneInputModule must be disabled or removed. When you install or upgrade Rewired, it will automatically install the RewiredStandaloneInputModule.cs file in the Rewired/Integration/UnityUI folder provided you are running Unity 4.6 or greater. The purpose of this module is to allow Rewired to control navigation of Unity's UI instead of the default UnityEngine.Input. ![]() This is an EventSystem input module component that can be used in place of Unity's StandaloneInputModule.
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