Just bought the asset and imported into my game. First thing I tried to do was add a jump action to my character when you press spacebar, but literally stumped by the first node I added. I don’t see anywhere on the Input Button node to define what button it’s actually looking at, just the ability to “name” the button. Am I missing something?
I’ve also spent some time messing around with Blueprints, and figured it would be similar where you can just add an event node for a specific keyboard/controller button and branch from there. Is this not the case?
Hey cogs of fate,
I think the “button” node is only about the Mouse Clicks and that is directly related to the Input settings in your project (Edit –> Project Settings –> Input), where you can assign a name for those clicks. For the Spacebar press, you can use the node “keyboard”, that will give you options for spacebar, etc.
hope that helps 🙂
Thanks @chocolacode for helping.
Indeed, the “Input Button” event has a name parameter which is directly related to Unity’s “Project Settings -> Input”. This way, you can basically map a name to a keyboard, mouse or gamepad input.
For example, Unity by default comes with a named input “Fire 1”. This by default maps to Control key, Left mouse button as well as gamepad button 0. This is just how Unity works.
On the other hand, if you want to simply specify the exact keyboard key that the event node is using, then it would be much better to just use the “Input Keyboard” event node.
Let me know that works for you.
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Thanks for the help! The Input Keyboard node did the trick, and that makes sense now about the Input Button node.
Are there plans at all for any kind of more granular documentation? I don’t know how I would ever have found that out about the Input Button node on my own. It would be great to have a way to just look up a node somewhere and get an idea of the general use-case.
But yeah, great tool and I’m sure I’ll be around with more questions in the near future 🙂