Step 4 - Input Manager

Add the Input Manager

Add the "AK_InputManager" from the prefabs folder or the "Adventure_Kit_Managers" pack to add all to the hierarchy. You can add the "AK_InputManager" script to an empty gameobject if you want to start fresh

Referencing the Input Manager

//Add this namespace to the top of the script to reference the adventure kit
using AdventurePuzzleKit;
//All the default key inputs you can use, more can be added for your own purposes!
public KeyCode pickupKey;
public KeyCode openInventoryKey;
public KeyCode padlockCloseKey;
public KeyCode triggerInteractKey;
public KeyCode equipMaskKey;
public KeyCode replaceFilterKey;
public KeyCode closeNoteKey;
public KeyCode reverseNoteKey;
public KeyCode interactKey;
public KeyCode rotateKey;
public KeyCode dropKey;
public KeyCode flashlightSwitch;
public KeyCode reloadBattery;
//As an example, see below - You can use instance.KeyName based on the list above
AKInputManager.instance.equipMaskKey

Basic Input Manager Setup

Set the inputs for each of the key types by selecting the dropdown box and choosing the appropriate key type for your usage!

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