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As @numbers1234 reported in an earlier review, the 2019 version of Unity reveals a UI bug in the asset : the scriptable object is not readable.
Although, @numbers1234 gave a wrong fix.
At the line 147, EditorGUILayout.BeginFadeGroup() is called in a *if* statement with another condition. I believe, for more safety, the *if* statement should only contain "i < showFields.Length".
Then, inside the first *if* block, a second *if* should only include EditorGUILayout.BeginFadeGroup(). The EditorGUILayout.EndFadeGroup() function should be called AFTER the second *if* block (not inside, as currently done), no matter the result of the Begin function, as shown in the documentation (https://docs.unity3d.com/ScriptReference/EditorGUILayout.BeginFadeGroup.html).
I hope this review is clear enough to help people use the asset while waiting for a potential new clean version ! :)
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5
0
The newest update of Unity has broken the code down. It is unusable now.
I used one of the solution provided by another reviewer here to show the UI back every time I add a new input into the list. However, when I tried to change it from unnamed input to another one, the whole UI disappeared again. I tried to find the solution why the UI was broken again but I cannot find why. It is like there is no transition between them.
If the developer has come back and fixed this issue, I will be very happy. Otherwise, I am unhappy now and will try another way to assign controls for my game with PS4 controller.
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3
0
n
Very handy but...
7 years ago
numbers1234on version 3.0
Love this asset. It allowed me to easily set up keybindings for my project. The problem is it breaks with Unity version 2018.3. It's still useable but adding new inputs gets nested in the last input so you end up with a mess of key inputs. This asset breaks completely in 2019 and nothing in the scriptable object is visiable. If you want to use this asset looks like you are stuck using version 2018.2.
Edit: I managed to fix this asset by adding another "EditorGUILayout.EndVertical();" to line 217 in file hardshellstudios/completecontrol/core/editor/hSchemeEditor.cs
It will then work with 2018.3+ and 2019+
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6
0
Opening the inputconfiguration thingy in the newest version of unity (2019.1) messes up the window with all the inputs.
This makes it impossible to set or change inputs within the editor.
Hope it gets fixed.
Otherwise, it should work just fine in the older version of unity.
EDIT01
Got a quick fix going, it disables the ability to hide inputs, but I got it to work at least.
To get this quickfix, go to 'HardShellStudio/Complete Control/Core/Editor/' and open the 'hSchemeEditor.cs' file.
Go to line 147, either make it a comment by adding // before the line, or replace the entire thing with: if (i < showFields.Length)
Now go to line 214, either make it a comment, or delete it. As it will cause a looping error if we don't.
This quick fix is better than nothing. Some of the other suggestions here seem to either not explain properly or aren't quick fixes.
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4
0
I try this asset in my 2018 unity version but i have an issue : Assets\HardShellStudios\Complete Control\Core\Scripts\hInput.cs(37,49): error CS1503: Argument 2: cannot convert from 'MouseAxis' to 'UnityEngine.KeyCode'
Also i'd like to know if i can use this asset with another asset i own because there is a character script using unity input :
to make the character jump i write the input name "JUMP" in the script. So how can i call key whith this asset ?
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0
0
s
Good asset, but wasted an hour finding and fixing a bug
7 years ago
snarlynarwhalon version 3.0
The joystick 1 axis bindings read input from all joysticks. You have to manually fix this in Unity's Input Manager settings. I'll update this review once this gets fixed.
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0
0
I already used this in multiple projects and it allowed me to easily work with inputs and building a custom options menu for key rebinding.
I recently integrated it into Invectors Third Person Controller which was also fairly simple to accomplish.
However I extended it to have methods for inverting an axis and setting the sensitivity. I also multiplied the sensitivity with the axis values in the OnGetAxis method which helped me to create a setting in the options menu for controlling the mouse/camera speed. This again was fairly easy to accomplish.
All in all this is a great asset which is very easy to use and I've never looked back to Unitys build-in Input Manager ever since
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0
0
This asset is cool , easy to use and easy to implement , but the problem is the text color of the Input header is almost unreadable when you have the default skin of unity . everything is white.. anything else, no problem . Great job .
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