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1

It was added in the 5.1 update. So download and upgrade your project and all should be good.


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I would personally use the keyboard class that allows you to query the state of keys instead of waiting for an event. The documentation is here One of the reasons I prefer this method is that you can check the status of the key from almost anywhere in the code, and you don't have to store the state of the keys yourself. f::Keyboard can retrieve the ...


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Sadly there's currently no way to make Unity's keyboard navigation to use GetButtonDown instead of GetButton. However, EventSystem -> Standalone Input Module exposes an Input Actions per Second variable. The default value is 10 seconds. If you change it to a lower value, like 3, you will slow down considerably the scroll to bottom speed. Because picking a ...


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Your ghost will possess different Entities and use their actions. But will you ever change the actions of these Entities while the program runs? If not, you could create a map for each "class" of entities and have the controller point to the current map to use. Say you have an enemy that's a Spider, so all spiders use the same actions' map. You could use a ...


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Input.GetAxisRaw("Horizontal"); Reference: http://docs.unity3d.com/ScriptReference/Input.GetAxisRaw.html If you are wanting the value to be -1, 0 or 1, use GetAxisRaw for keyboard inputs.


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The problem might not be in SDL. You can try going to your trackpad's settings, look for something called "palm sensitivity" or "palm-something" and reduce it to zero. My trackpad momentarily turned off whenever I pressed a key, because of my PalmCheck settings. I reduced my PalmCheck sensitivity to zero and could freely register key presses and mouse ...


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How about something like this: public class TriggerMovement : MonoBehaviour { float speed; enum eAxis { Normal = 0, Switched, MAX } Vector3[] horizontalAxes = new Vector3[(int)eAxis.MAX]; Vector3[] verticalAxes = new Vector3[(int)eAxis.MAX]; eAxis curAxis = eAxis.Normal; void Start() { ...



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