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Question by DiamondMC102 · Aug 14, 2017 at 03:16 PM · unity 52d game2d-platformer

Another Quick Question.

How do I make my own Input Button for the G key? By using Edit>Project Settings>Input

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Answer by unidad2pete · Aug 14, 2017 at 04:13 PM

Ok:

https://docs.unity3d.com/Manual/ConventionalGameInput.html

Example:

Go to Edit>Project Settings>Input

Add 1+ value to Axis size, new Input is created. On name, set your input name, to have reference on scripts. G KEY , for example. On Positive Button you need set de name of the key you want, you can found on top link.

Keys

The names of keys follow this convention:

Normal keys: “a”, “b”, “c” …

Number keys: “1”, “2”, “3”, …

Arrow keys: “up”, “down”, “left”, “right”

Keypad keys: “[1]”, “[2]”, “[3]”, “[+]”, “[equals]”

Modifier keys: “right shift”, “left shift”, “right ctrl”, “left ctrl”, “right alt”, “left alt”, “right cmd”, “left cmd”

Mouse Buttons: “mouse 0”, “mouse 1”, “mouse 2”, …

Joystick Buttons (from any joystick): “joystick button 0”, “joystick button 1”, “joystick button 2”, …

Joystick Buttons (from a specific joystick): “joystick 1 button 0”, “joystick 1 button 1”, “joystick 2 button 0”, …

Special keys: “backspace”, “tab”, “return”, “escape”, “space”, “delete”, “enter”, “insert”, “home”, “end”, “page up”, “page down”

Function keys: “f1”, “f2”, “f3”, …

The names used to identify the keys are the same in the scripting interface and the Inspector.

value = Input.GetKey ("a");

Note also that the keys are accessible using the KeyCode enum parameter.

For our G key, we only need write "g" (without quotes)

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