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C
Well, I'm using it...
5 years ago
ChonkyPixelon version 1.6.6
This tool let me get up and running pretty quickly. I automatically find myself wrapping classes like these in order to give an appropriate interface to my code. In this case I wanted to allow seamless use of either keyboard or controller without the user needing to mess with settings. At first, I found myself writing a lot of code to compensate for the difference between buttons and triggers (handled as analogue inputs, or 'axes') but then ended up ripping it all out as that functionality had already been implemented by the GetState method. A minor niggle is that almost every function that's called on each frame conditionally calls "Initialize", which my IDE reports as an "Expensive method invocation". In theory this only needs to be called once, so it feels like that code should be called from something like Awake. I can only imagine that some edge case requires the addition of all these conditionals. There are also some Debug.Log statements in the code, again flagged as "expensive" by the IDE. (I believe debug statements should be removed from production code, unless they're used to inform about serious errors.) Like I said, minor niggles which I would remove myself if it wasn't for the need to install updates at a later date. My controller (a cheap knock-off PS4 controller) wasn't recognised and the default mapping was incorrect. However, other libraries I'd tried also failed on this controller, and there was a handy utility to make adding my controller pretty painless. With a bit of a re-skin I may even include that code in the game to help players. My XBox One S wired controller was recognised perfectly. At this price-point I couldn't ask for a better experience.
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L
Great asset , NEED HELP
7 years ago
LoveridgeDesignson previous version 1.6.3
Great Asset, Although i need some assistance, how can i reach you ?
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Reply from publisher:
replied 7 years ago
Hello and sorry for the late response. You can reach me via email: assetstore@infectedbytes.com
M
Works well enough, I guess.
7 years ago
MysterieCatGameson previous version 1.6.2
I spent way too long integrating this into my game only to realize there were two big problems. A) No linux support. B) If you want your menus to be easy to navigate with a controller, you can't check 'GetReleased' on an Axis and still tell if that axis was released to the positive or negative direction. Womp womp. So if you're making a windows/console game and you just need some basic support for controllers with no real regards to menus/ui navigation and don't want to have good keyboard fallback, this will work, I guess.
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Reply from publisher:
replied 7 years ago
Hey there, so for the final game Linux is supported, but only XBox Gamepads are recognized out of the box. But other gamepads can be added easily, by just adding a new mapping. For example duplicate the PS4 mapping, change the OS to Linux and adjust the buttons/axis. For the Linux Editor, yes it is currently not supported, I have to look into that (but that should probably only be a small fix). You can also navigate Unity UI menus. To do so, select the EventSystem GameObject and replace the "Standalone Input Module"-Script with the "Carbon Input Module"-Script. I hope this helps!
B
Delightful
7 years ago
Brommon previous version 1.6.2
Simple in use, flexible and have a really great (almost instant) support.
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D
Almost the best
7 years ago
Dreaaon previous version 1.6.2
This is clearly a worth-buying asset, but I have ONE issue with it : There is no way to handle the mouse, it works for keyboard and all gamepad with the most easy way you can do, but if a player wants to use keyboard in most cases he's also using mouse, if there could be a way to add mouse movement on axis that'd be a 5-star must buy asset
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e
Great Tool and great support
8 years ago
ewermoron previous version 1.6.1
The tool is really easy to use and do the job perfectly. It's updated and the author did answer fast when i had questions.
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E
This is the best!!!
8 years ago
ELenDiL_Unityon previous version 1.6.0
Just the best input manager. Just use this. Easy to use , Easy to understande
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D
Easy to Use, Great Support
8 years ago
DJ-Cocoon previous version 1.6.0
Unity's Input system leaves a lot to be desired, and you probably know that if you ever tried to integrate gamepad support. Now, this asset doesn't replace it, in case you're looking for something not using the Unity Input system altogether - but it creates a much more navigatable interface to make setting up everything much less of a hassle than it usually is. What I value most about an asset though is support in case you ever need help with it, and I got very quick and helpful replies from the publisher. So if you're looking for a nice Unity Input wrapper with good support, look no further.
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k
Finally no more manual input setup
8 years ago
kuteninjaon previous version 1.6.0
I love to see that this exists, I was struggling with naming conventions, detecting the OS, the Joystick name... thanks. This is just a request, please add a Deadzone feature, since on Xbox360 (and probably some other joysticks, specially not brand new ones) my left stick sometimes registers decimal values that forces me to add threshold to prevent the character from turning and sliding.
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g
Great documentation
9 years ago
gullwings13on previous version 1.5
Product works great. The helpful developer responded quickly to my questions. The documentation is really good.
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