Rewired Documentation
For Rewired version 1.1.23.0
Essentials:
- Installation - Walks you through the installation process.
- Quick Start - A quick guide showing how to do basic setup. All newcomers to Rewired should follow this tutorial to understand the workflow.
- Basic Usage - Basic guidelines for scripting.
- Deployment - Important notes on deplyoing your game on various platforms.
- Best Practices - Important guidelines on various topics.
- Rewired Editor - Detailed information about the Rewired Input Manager editor.
- API Reference - A complete reference for the Rewired scripting API.
Concepts:
The topics in this section are CRITICAL to understanding the Rewired system. Do not skip over these sections! The answers to the vast majority of support questions I receive on a daily basis are already clearly outlined in these topics. It is very important that you take the time to read this information and familiarize yourself with the Rewired system before contacting support for basic usage and conceptual questions.
- Input Manager
- Players
- Actions
- Input Behaviors
- Controllers
- Controller Maps
- Map Categories
- Layouts
- Controller Templates
- Custom Controllers
Extras:
Misc:
How To's:
- Important classes
- Getting a Player
- Getting input
- Getting a Controller
- Receiving Joystick connect and disconnect events
- Assigning Controllers to Players
- Enabling and disabling Controller Maps
- Managing Controller Maps at runtime
- Loading Controller Maps at runtime
- Displaying a button/axis/key name to the user for an Action
- Displaying a glyph for a Controller element mapped to an Action
- Displaying a glyph for the currently active Controller elements
- Getting contributing input sources for an Action
- Determining which Controller was last used
- Determining if a Controller is a Gamepad
- Handling Mouse and Joystick axes
- Calibrating Joystick axes
- Vibration/Rumble
- Handling buttons presses of various types
- Handling multi-button Actions
- Excluding certain Players from Joystick auto-assignment
- Changing configuration settings at runtime
- Converting scripts from UnityEngine.Input to Rewired
- Exporting constants for use in scripting
- Displaying a drop-down list of Actions in the inspector of a script
- Copying input configuration to another project
- Implementing a "Press Start to Join" Joystick assignment system
- Saving and loading Controller Maps
- Saving and loading Calibration Maps
- Modifying Input Behaviors during runtime
- Creating on-screen touch controls
- Creating a controller mapping screen
- Creating new controller definitions
- Creating new controller templates
- Adding a controller to an existing controller template
- Excluding controller definitions
- Identifying recognized Joysticks
- Identifying controllers on Windows fallback or Windows Webplayer platforms
- Hiding input settings on the Unity launcher
- Optimizing performance
- Using Rewired to control Unity's new UI
- Using Apple Siri Remote on Apple TV
- Using ArcadeGuns G-500 AimTrak Light Guns
- Using Sony DualShock 4 special features
- Using P.I. Engineering Rail Driver special features
- Using XBox One controller special features on XBox One platform
- Using PS4 gamepad special features on PS4 platform
- Using asmdef files with Rewired
Help:
- Supported Controllers
- Tested Platforms
- Troubleshooting
- Known Issues
- Special Platform Support
- Examples
- Integrations
- Behavior Designer
- Bolt
- Cinemachine
- Corgi Engine - 2D + 2.5D Platformer
- Deftly: Top Down Shooter Framework
- Dialogue System for Unity
- First Person Controller
- GAC (Great Animation Combos) System
- Horse Animset Pro
- Inventory Pro
- iRDS - Intelligent Race Driver System
- Motion Controller
- ORK Framework - RPG Engine
- Platformer Pro
- PlayMaker
- Quest Machine
- Quest System Pro
- Racing Game Starter Kit
- Realistic FPS Prefab
- Realistic Tank Controller
- Rex Engine: A 2D Platformer Engine
- Rucksack - Multiplayer Inventory System
- Space Combat Kit
- UFPM: Ultimate First Person Melee
- UFPS 1.x
- UFPS: Ultimate First Person Shooter
- uFS - Flight Simulation Engine
- Ultimate Character Controller
- Unity UI
- Universal Fighting Engine (UFE)
- Universal Fighting Engine 2 (UFE2)
- uSim Air Module
- UTPM: Ultimate Third Person Melee
- UTPS: Ultimate Third Person Shooter
- Others
- Updating Rewired
FAQ:
- Does Rewired support Oculus Touch, HTC Vive, etc?
- Does Rewired support this controller?
- Can you/I add support for this controller?
- What platforms does Rewired support?
- Does Rewired support WiiU?
- Does Rewired support Nintendo Switch?
- Does Rewired support WebGL?
- Does Rewired support touch and gyro/accelerometer input?
- Does Rewired support force feedback?
- Does Rewired support framerate-independent input?
- Does Rewired support multiple independent mice and keyboards?
- Where is Rewired's input configuration data saved?
- How can I copy my input configuration to another project?
- How do you consume/use an input?
- My joystick's dead zone is too large/small. How do I change it?
- How can I bind an Action to a button short-press and another Action to a long-press?
- Can the Nintendo WiiU 4-player adapter be used without requiring users to install a driver?
- Can Rewired set the mouse cursor position?
- Can I get the Rewired source code?
- What does "this extension requires one licence per seat" mean?
- Do you offer educational or bulk license discounts?
Unity Help: