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Copy file name to clipboardExpand all lines: Documentation/HowToGuides/ConvertingAFloatActionToABooleanAction/README.md
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@@ -30,15 +30,15 @@ Create a new `Cube` Unity 3D Object by selecting `Main Menu -> GameObject -> 3D
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### Step 2
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Expand the `Tilia Input UnityInputManager`Package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.Axis1DAction` prefab into the Hierarchy window.
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Expand the `Tilia Input UnityInputManager`package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.Axis1DAction` prefab into the Unity Hierarchy window.
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> Be sure to use the `Input.UnityInputManager.Axis1DAction` prefab and not just add the `Unity Input Manager Axis 1D Action` component to a GameObject as the component needs linking to a `MomentProcessor` to function.
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### Step 3
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Select the `Input.UnityInputManager.Axis1DAction` GameObject in the Hierarchy window and change the `Axis Name` parameter on the `Unity Input Manager Axis 1D Action` component to listen for the desired axis, in this case enter `Tilia.Input.UnityInputManager_Axis9` to listen for the Left Trigger axis on an Xbox Controller.
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Select the `Input.UnityInputManager.Axis1DAction` GameObject in the Unity Hierarchy window and change the `Axis Name` parameter on the `Unity Input Manager Axis 1D Action` component to listen for the desired axis, in this case enter `Tilia.Input.UnityInputManager_Axis9` to listen for the Left Trigger axis on an Xbox Controller.
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Copy file name to clipboardExpand all lines: Documentation/HowToGuides/CreatingProxyActionsAndChainingActions/README.md
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@@ -14,15 +14,15 @@ The [Zinnia] Actions can be used as proxies to enable chaining of Actions to all
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Following on from the scene created in [Using The Unity Button Action], we’re going to move the Action functionality to a Proxy Action and then chain the button press Action and keyboard Action to this newly created Proxy Action. This will move our output functionality into one place and allow us to call it from many different actions.
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### Prerequistes
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### Prerequisites
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*[Add the Tilia.Input.UnityInputManager.ButtonAction] prefab to the scene Hierarchy.
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*[Add the Tilia.Input.UnityInputManager -> Input.UnityInputManager.ButtonAction] prefab to the scene hierarchy.
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## Let's Start
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### Step 1
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Create an empty `GameObject` in the Unity Hierarchy and rename it to `FloorToggler` then click the `Add Component` button and select the `Boolean Action` component.
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Create an empty `GameObject` in the Unity Hierarchy window and rename it to `FloorToggler` then click the `Add Component` button and select the `Boolean Action` component.
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This newly created `Boolean Action` will be the action that defines how we toggle the active state of the `Floor` GameObject.
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Play the Unity scene and you will be able to press the Space Key to make the `Floor` GameObject disappear or you can press the Xbox Controller Button A to also make the `Floor` GameObject disappear.
Copy file name to clipboardExpand all lines: Documentation/HowToGuides/UsingTheUnityAxisAction/README.md
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### Step 2
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Expand the `Tilia Input UnityInputManager`Package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.1DAxisAction` prefab into the Hierarchy window.
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Expand the `Tilia Input UnityInputManager`package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.1DAxisAction` prefab into the Unity Hierarchy window.
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> Be sure to use the `Input.UnityInputManager.1DAxisAction` prefab and not just add the `Unity Input Manager Axis 1D Action` component to a GameObject as the component needs linking to a `MomentProcessor` to function.
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The Unity software also has 2 default axis values called `Horizontal` and `Vertical` which map to the arrows on the keyboard and the standard joystick movement of an input peripheral.
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Select the `Input.UnityInputManager.1DAxisAction` GameObject in the Hierarchy window and update the `Axis Name` parameter on the `Unity Input Manager Axis 1D Action` component to listen changes on the specified axis, in this case type `Horizontal` to listen for changes on the default horizontal axis definition within the Unity Input Manager definitions.
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Select the `Input.UnityInputManager.1DAxisAction` GameObject in the Unity Hierarchy window and update the `Axis Name` parameter on the `Unity Input Manager Axis 1D Action` component to listen changes on the specified axis, in this case type `Horizontal` to listen for changes on the default horizontal axis definition within the Unity Input Manager definitions.
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Copy file name to clipboardExpand all lines: Documentation/HowToGuides/UsingTheUnityButtonAction/README.md
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### Step 2
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Expand the `Tilia Input UnityInputManager`Package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.ButtonAction` prefab into the Hierarchy window.
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Expand the `Tilia Input UnityInputManager`package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Actions` directory then drag and drop the `Input.UnityInputManager.ButtonAction` prefab into the Unity Hierarchy window.
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> Be sure to use the `Input.UnityInputManager.ButtonAction` prefab and not just add the `Unity Input Manager Button Action` component to a GameObject as the component needs linking to a `MomentProcessor` to function.
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### Step 3
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Select the `Input.UnityInputManager.ButtonAction` GameObject in the Hierarchy window and change the `Key Code` parameter on the `Unity Input Manager Button Action` component to listen for the desired key press, in this case select `Space` to listen for the press of the Spacebar on the keyboard.
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Select the `Input.UnityInputManager.ButtonAction` GameObject in the Unity Hierarchy window and change the `Key Code` parameter on the `Unity Input Manager Button Action` component to listen for the desired key press, in this case select `Space` to listen for the press of the Spacebar on the keyboard.
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Let's use one the `Controller Mapping` prefabs to do the same action as outlined above but based on a controller press.
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Expand the `Tilia Input UnityInputManager` Package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Controller Mappings` directory then drag and drop the `Input.UnityInputManager.XboxController` prefab into the Hierarchy window.
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Expand the `Tilia Input UnityInputManager` Package directory in the Unity Project window and select then `Packages -> Tilia Input UnityInputManager -> Runtime -> Prefabs -> Controller Mappings` directory then drag and drop the `Input.UnityInputManager.XboxController` prefab into the Unity Hierarchy window.
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