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Examine System V1 - Doc
  • Examine System - Introduction
  • ⭐GETTING STARTED
    • Quick Setup
    • Detailed Setup
    • GameObject Tag Reference
  • 🔎INSPECTION POINTS
    • Adding Inspection Points
    • Inspect Points - Custom Event
    • Inspect Points - Animations
  • HDRP Setup
    • HDRP Setup
  • URP Setup
    • URP Setup
    • Deferred Rendering Note
  • ❓Support
    • FAQ
    • Disabling Hints
    • Adding Audioclips
    • Where are inputs?
    • Text Not Appearing?
    • Items Not Appearing?
    • Emission Highlighting
    • Destroy Instanced Materials
    • Where are UI's located?
    • Where is the Examine Point?
    • Using a different Character Controller
  • 🌀Development
    • Patch Notes - V1.7
    • Roadmap
  • 📧CONTACT ME
    • Contact Me
    • My Other Assets
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  • Where is the input reference?
  • Changing the Input:

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Where are inputs?

Where is the input reference?

There are TWO input reference in this package and it is located below:

  • ExamineInteractor script has an input for interacting with objects with the raycast

  • ExamineItem script has an input for opening and closing the keypads

  • Edit the input keys in the ExamineInputManager script

Changing the Input:

ExamineInputManager:

public class ExamineInputManager : MonoBehaviour
{
    [Header("Raycast Pickup Input")]
    public KeyCode interactKey;

    [Header("Rotation Key Inputs")]
    public KeyCode rotateKey;
    public KeyCode dropKey;

    public static ExamineInputManager instance;
}

ExamineItem:

void ExamineInput()
{
    float h = invertRotation ? rotationSpeed * Input.GetAxis(mouseX) : -rotationSpeed * Input.GetAxis(mouseX);
    float v = invertRotation ? rotationSpeed * Input.GetAxis(mouseY) : -rotationSpeed * Input.GetAxis(mouseY);

    if (hasInspectPoints)
    {
         FindInspectPoints();
    }

    if (Input.GetKey(ExamineInputManager.instance.rotateKey))
    {
         gameObject.transform.Rotate(v, h, 0);
    }
    else if (Input.GetKeyDown(ExamineInputManager.instance.dropKey))
    {
         DropObject(true);
    }
}

ExamineInteractor:

if (examinableItem != null)
{
    if (Input.GetKeyDown(ExamineInputManager.instance.interactKey))
    {
        examinableItem.ExamineObject();
    }
}
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Last updated 11 months ago

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