Timeline for How to see which mouse button was pressed (Unity Input System)
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 17, 2021 at 0:44 | comment | added | davidA | Sure: gamedev.stackexchange.com/questions/194100/… | |
| Jun 16, 2021 at 7:58 | comment | added | Philipp | @davidA Please ask that as a new question. | |
| Jun 16, 2021 at 4:57 | comment | added | davidA | How would you handle a situation where knowing the type of input device determines how you handle the input? For example, moving a camera with the cursor keys or mouse "delta" is nicely device agnostic, right up until you only want the camera to move if due to mouse input when the mouse button is held down, but the cursor keys should work regardless of the mouse button. As far as I can tell, the only way to do this is to define separate InputActions for (mouse + mousebutton), and keyboard cursor keys, and special code to combine their control inputs, which means your code knows it's a mouse. | |
| Feb 26, 2021 at 15:42 | vote | accept | caleidon | ||
| Feb 26, 2021 at 14:14 | history | edited | Philipp | CC BY-SA 4.0 | added 20 characters in body |
| Feb 26, 2021 at 14:08 | history | edited | Philipp | CC BY-SA 4.0 | added 20 characters in body |
| Feb 26, 2021 at 14:03 | history | edited | Philipp | CC BY-SA 4.0 | added 364 characters in body |
| Feb 26, 2021 at 13:54 | history | answered | Philipp | CC BY-SA 4.0 |