Old Input System
Last updated
Last updated
If you want to add a new Key Mapper to your Settings Menu widget see Different Setting Types and Key Mapper. You may also want to use the exisitng KeyMappers that placed by default in the settings menu but adjust them so they remap your inputs.
Select a Key Mapper in your settings menu widget. There you can see in the Detail tab a Mapping Data section that is important:
Make sure the Input System is set to Old Input System. In general it is recommended that you take also a look into the KeyMappers that come with the settings menu project. This should already help you understanding how it works. For the Mode there are two options:
This is for simple inputs where you just press a button to do an action like for example jumping or opening a menu.
The Input Name must match the input name of the Action Mapping that you added in your Project Settings -> Input
The Axis Scale can be ignore if the Mode is set to 'Action'.
This is for inputs that range on an axis, commonly used for movement. Here you would have different key mappers changing the same input axis but for different axis values. For example an Axis Mapping that is meant for forward/backward movement needs a Key Mapper set in the Details tab to this input name and Axis value to 1. This would be for the key that is should be for forward movement. Then another Key Mapperis needed that has the same input name in its Details tab but for the Axis Value -1. This would be for backward movement. It can be a bit confusing that in both cases the Input Name (Action Mapping name) is the same. There is an exception for gamepad inputs that can have as key value also a thumb stick axis x or y. In this case only one Key Mapperis needed. The Input Name must match the input name of the Axis Mapping that you added in your Project Settings -> Input
Make sure if you have Key Mapper widgets that use the same title (for example one key mapper for keyboard and another for gamepad) that you use as Save Game ID not the default 'Use Title'. Instead use for both key mappers different and unique Save Game IDs. For example K_Jump for the keaboard KeyMapper or G_Jump for the gamepad keymapper.