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It's not horribly bad, but the way it's written essentially prevents multiple controller types from working. The inner key mapping handler pretty much checks the name of the controller, and tries to infer what the JoystickButton should actually be. This results in a huge mess that tends not to support controller types that aren't Xbox.
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S
Absolutely Essential and Works Great!
8 years ago
Strongfingeron previous version 2.9.0
This is a must have for any project or at least any PC game project. Being able to change and save controls at runtime is absolutely necessary for PC games these days in order to increase appeal and accessibility. I never play a game without changing controls!
cInput is just the tool that Unity 3D is missing badly and is the kind of functionality that it should have been built in, in the first place. And this works really well! And even comes with GUI that you can change and customise.
My only complaint is the Developer was not that great at communication and help. Thankfully the developers of my other assets were.
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Using unity 5.5 and using cInput I was able to create a co-op mode for our game in a single day!
The best part is that it works almost identically to Unity's built in Input Manager so there's no hassle at all trying to learn another API.
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We recently shipped a product without any control/controller customization support and got a lot of -ve feedback for it. However within days we were able to use this plugin to get all the customization in and got a very positive response afterwards.
Thanks for the plugin. Still trying to fix a few issues with GUI visibility On and Off but for the most part it was great.
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D
Better than Unity, but Rewired is better.
10 years ago
Disastercakeon previous version 2.8.0
cInput was one of the first input packages for Unity and was "good enough" at the time. I had sent some suggestions to the developers to fix what was missing, but they didn't respond positively to the suggestions. I thought I was just going to have to live with it, then I found "Rewired" which has all the customization I (and anyone else I can imagine) need.
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5
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I've been using cInput extensively for well over a year. cInput does work, but it seems to be just a wrapper over Unity's system (which itself is surprisingly lacking imo). I would recommend cInput for a smallish projects, but if you are making a serious product that you will have to maintain, I would recommend a more robust solution.
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I bought this asset in the hopes that it would lay a decent foundation for my game's input manager but I was mistaken. While the asset does everything it says, it doesn't do it efficiently or simply.
For example, cInput.anyKey checks every single registered key instead of a single boolean as it should. This removes the potential for cInput.anyKey to be used for culling.
For someone who plans to just use its out-of-the-box features, this is fine but I wouldn't recommend cInput if you want to dive into the low level stuff.
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3
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R
Works Like a Charm
11 years ago
RobertMacGillivrayon previous version 2.8.0
The only two reasons I refrain from giving this asset five stars is because they haven't updated to the new GUI system yet (which would make life a heck of a lot easier when I want to integrate it with my existing menus with the same kind of ease they offer for the old GUI system) and the fact that when I tried to use axis based controls I found that the virtual axis was very sluggish unless I turned the gravity up to an obscene number.
That being said, I've been able to save myself a many MANY hours worth of work to code something similar that, in all honesty, probably wouldn't work as well. So two thumbs way up despite the missing star.
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