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S
Great asset and great support!
3 months ago
SuperSoulStudio基于上一个版本 1.1.59.2
We have used Rewired in pretty much all our projects for years (PC, Mobile, Consoles). It has been such a great asset! We recently had a problem and the support team jumped on it quickly! They were able to help us identify the issue in our code that was holding console certification up. Highly recommend Rewired!
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0
my game is sitting at 1 star because rewired simply is not working in a few console units, i am running out of clock to port to unity input system, I dont recomend this asset anymore, three years ago this asset was 10/10, now is trash
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7
m
Good
7 months ago
mimiCryMuffin基于上一个版本 1.1.59.0
The API is too confusing, but if you figure it out, it's good.
by using physical mouse on iOs/Android - lock cursor feature is needed(for First Person Shooters) - now it's not supported out of the box
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1
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I first used Rewired in 2018 on a small prototype when I was first learning Unity. As my first foray into more advanced input, the API was surprisingly intuitive and beginner-friendly. In 2022 I used Rewired for a game I released in 2024. Here, I realized just how powerful and reliable it is. It covers multiple controllers, every joystick type under the sun, and the API allows you to hook into events like controllers disconnecting and reconnecting with ease. It also handles remapping controls in-game and saving/loading those configurations later.
I realized I had to come and write this review after starting another project. At first, I tried to go with Unity's New Input System. It was basically their version of Rewired after all, right? Yes and no. On the surface, it's the same, but when you need it to be stable and reliable, it falters. I came across many bugs doing fairly basic things. I know my way around an input system (again, having released a game and also done many prototypes across Godot, Unreal, and Unity). I wondered why I was losing dev time to something as simple as input. I realized the problem wasn't me, it was Unity's New Input System. I went back to Rewired and I'll never use anything else for input in a Unity project again. Rewired is feature rich, intuitive, and reliable. The developer is also super-responsive via e-mail (we debugged quite a bit of my own errors regarding Steam Input for the one game over a lengthy email exchange). You can't ask for anything more.
Save yourself the headache and just use Rewired!
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3
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Writing code to setup the controls/inputs in your game isn't hard, but to do it seamlessly across multiple platforms and different types of controllers? Yeah. Rewired turned out to be a very beneficial asset. I'm happy I incorporated in my games. :)
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G
Must have for controller support
a year ago
GhulamJewel基于上一个版本 1.1.58.4
I had this on my wishlist for awhile now and finally needed controller support for my project. Rewired was always the most recommended asset for controllers.
If you started with the old input manager it requires minimal changes to your existing code. Documentation is detailed and simple to follow. Had inputs ready within few hours.
I had a small issue with playstation controllers developer responds patiently and very quickly providing detailed advice in order to troubleshoot. This helped pinpoint the fix.
This asset has been around for awhile now and would easily still recommend it.
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n
WAY better than Unity input system
a year ago
noise_source基于上一个版本 1.1.58.4
It's much easier to understand and use for me than the Unity new input system. AND it allows the user to re-configure their controls, which is a big selling point. If I'd realized how good this was earlier, I wouldn't have wasted time with the unity input systems on their own!
The documentation is good and very clear. It's saving me a whole lot of time trying to implement different settings per-platform, especially then while allowing the users to customize their settings. HIGHLY recommended!
Edit: have been coding my own systems using this and WOW, the API side is incredibly nice to use. I was able to easily create a wrapper class to handle trigger handling not just from rewired, but from my own custom events. Assigning rewired controls to my scriptable objects in the inspector was super easy. Passing those controls over to Rewired to get inputs, also super easy.
Get it, you won't be disappointed. I won't use Unity without it now. It has greatly simplified my own input code and saved me so much time, and allowed for really cool things, while still allowing the users to remap their own inputs. Absolutely great!
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