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I would create a separate InputMapping class that simply correlates different Unity input names with my own input names. Then other parts of the game (eg. a keyboard settings popup) can change these mappings (eg. what InputMapping.Forward maps to). Now change the FPS movement script to use the settings from InputMapping instead of referring to Unity inputs ...


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On LibGDX you have a so called InputProcessor public class MyInputProcessor implements InputProcessor { @Override public boolean keyDown (int keycode) { return false; } @Override public boolean keyUp (int keycode) { return false; } @Override public boolean keyTyped (char character) { return false; } ...


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Use pygame.key.set_repeat. It looks like this: delay = 100 interval = 50 pygame.key.set_repeat(delay, interval) Putting this the while loop should work. delay is the amount of milliseconds before continuing to do the key events. interval is how many seconds between each key event. So for example, putting delay at 100 and interval at 50 will do this: ...


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The default Unity project settings include some joystick axes already. So looking further down, we find the same axis defined again! Removing the extra axis definition fixes the problem.


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As @dreta said there's only one way and it's by using a keypress event handler just like this: var keyInput = document.getElementById("keyInput"); function inputFunc(e) { If (e.keyCode == 82) {// 82 = R //Do Something }; }; keyInput.addEventListener("keypress", inputFunc); You can also visit this website where you can check the keyCode ...



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