
ReInput.ControllerConnectedEvent += OnControllerConnected Iterating through Players (excluding the System Player)įor(int i = 0 i Settings will defer controller connected events for controllers already connected when Rewired initializes until the Start event so that you can subscribe to the ReInput.ControllerConnectedEvent in Awake and react to the events. Some more examples: // Get the System Player Get the Player for a particular playerId More methods for accessing Players: ayers More classes are listed in the API reference. - All Controller Map-related information in a Player.ntrollers - All Controller-related information in a Player.ReInput.mapping - Controller Map, Action, Input Behavior and other data in the Rewired Input Manager.ntrollers - Controllers and controller-related information of all types.ayers - Players and Player-related information.ReInput - The main class for accessing all input-related information.This makes it easier to find the methods you are looking for through the IDE. Rewired's API has been organized using helper classes to group methods and properties topically. Apple Game Controller Framework special features.


Exporting constants for use in scripting.Converting scripts from UnityEngine.Input to Rewired.Changing configuration settings at runtime.Excluding certain Players from Joystick auto-assignment.Handling button presses of various types.Determining if a Controller is a Gamepad.Determining which Controller was last used.Getting contributing input sources for an Action.Getting Controller Maps for a Joystick not currently attached.Displaying a glyph for the currently active Controller elements.Displaying a glyph for a Controller element mapped to an Action.Displaying a button/axis/key name to the user for an Action.Receiving Joystick connect and disconnect events.If you have not done so, please do before continuing. The following information was written under the assumption that you have already completely read and understood all documentation topics under Essentials and Concepts in the Documentation.
