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The buttons used for keyboard axis inputs can be set manually via Negative and Positive Button fields for the axis at Edit > Project Settings > Input Manager. However I'd like to make this a user configurable option which I think means needing to set the button values from a script.

I've been looking for a method along the lines of:

Input.SetAxis("Vertical").positveButton

But so far I'm striking out. Is there a way to do this?

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  • \$\begingroup\$ Just a quick question before we go any further: Why do you want to/have to do this? \$\endgroup\$ – Bálint Feb 5 '18 at 19:30
  • \$\begingroup\$ @Bálint - a few reasons: 1) it seems nice to give the user their choice of input keys; 2) it would make it easier to experiment with the input key mappings on complex games that are being played or developed on a standard keyboard. \$\endgroup\$ – dlu Feb 5 '18 at 19:36
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No it is not possible.

I recommend getting the Rewired asset instead. There may be other assets that also work, but I know Rewired is already set up to allow rebinding for both mouse/keyboard and controllers.

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