Dynamic Water Physics 2 Documentation
Docs ยป DWP2:Input:InputSystemProvider

  • Ship retrieve user input through Input class which retrieves input from active InputProvider and fills the InputStates struct with the retrieved data.
  • Multiple different InputProviders can be present in the scene (v1.0 or newer required). E.g. InputSystemProvider and MobileInputProvider can be used in the same scene. The resulting input will be a sum of inputs from all InputProviders in case of numeric inputs and logical OR operation of all inputs in case of boolean inputs.
  • Input is stored inside InputStates object and can be copied over from one ship to another.
  • To manually set the InputStates make sure Auto Settable is set to false.


All input providers inherit from abstract class InputProvider but have different implementations:

  • InputManagerProvider - for handling keyboard and mouse or gamepad input through InputManager.
  • InputSystemProvider - same as InputManagerProvider but for new Unity Input System.
  • MobileInputProvider - GUI based input.

Check the Scripting section below on how to make a custom InputProvider or set up AI.

Input System Warning

When importing the asset for the first time this message will pop up:

To use only the new InputSystem in the project select Yes. Otherwise, to use the old/classic Unity Input (InputManager) click No and then under Project Settings โ‡’ Player โ‡’ Input Handling select Both. Otherwise this message will keep popping up each time the project is opened.

Available Bindings

Out of the box gamepad bindings are only available for InputSystem.

Name Type Keyboard Defaults Gamepad Defaults Description
Ship Bindings
Steering axis [-1,1] A/D Left Stick - Left/Right Steering.
Throttle axis [-1,1] W/S Left Stick - Up/Down, Left/Right Trigger Throttle.
BowThruster axis [-1,1] Q/E Bow thruster.
SternThruster axis [-1,1] Z/C Stern thruster.
SubmarineDepth axis [-1,1] K/I Submarine depth.
EngineStartStop button E Square (PS) / X (Xbox) Start or stop the engine.
Anchor button T Triangle (PS) / Y (Xbox) Drop or weight the anchor.
Camera Bindings
ChangeCamera button C Start Changes camera.
CameraRotation 2D axis Mouse Delta Right Stick Controls camera rotation.
CameraRotationModifier button Mouse - LMB Right Stick Press Enables camera rotation.
CameraZoom axis Mouse - Scroll D-Pad Up/Down Camera zoom in/out.
Scene Bindings
ChangeShip button V Select Change ship.
ToggleGUI button Tab Toggles demo scene GUI.

Input Manager (old/classic)

 

Input System (new)

Mobile Input Provider

  • Add MobileInputProvider to the scene.
  • Create a few UI โ‡’ Button objects inside your canvas. Make sure that they are clickable.
  • Remove the UnityEngine.UI.Button component and replace it with MobileInputButton. MobileInputButton inherits from UnityEngine.UI.Button and adds hasBeenClicked and isPressed fields which are required for Mobile Input Provider
  • Drag the buttons to the corresponding fields in the MobileInputProvider. Empty fields will be ignored.

Scripting

Retrieving Input

Multiple InputProviders can be present in the scene, meaning that their input has to be combined to get the final input result. To get the combined input use:

float throttle = InputProvider.CombinedInput(i => i.Throttle());
bool engineStartStop = InputProvider.CombinedInput(i => i.EngineStartStop());

Or to get the input from individual InputProviders (say to find out if a button was pressed on a keyboard): <code>float throttle = InputProvider.Instances[0].Throttle;</code> When using input generated by code (i.e. AI) it is usually handy to have access to a single axis throttle/brake. This can be done like so:

shipController.input.Throttle= 0.5f; //Sets throttle to 0.5f.

shipController.input.states.throttle is equal to shipController.input.Throttle. The latter is just a getter/setter for convenience.

Manually Setting Input

Input in each ship is stored in InputStates struct:

myShipController.input.states

In case input should not be retrieved from user but from another script - as is the case when AI is used - AutoSettable should be set to false. This will disable automatic input fetching from the active InputProvider.
Input now can be set from any script:

myShipController.input.Horizontal = myFloatValue; // Using getter/setter.
myShipController.input.states.horizontal = myFloatValue; // Directly accessing states.
Custom InputProvider

If a custom InputProvider is needed it can easily be written. Custom InputProviders allow for new input methods or for modifying the existing ones. E.g. if the MobileInputProvider does not fit the needs of the project a copy of it can be made and modifications done on that copy. That way it will not get overwritten when the asset is updated.

Steps to create a new InputProvider:

  • Create a new class, e.g. ExampleInputProvider and make it inherit from InputProvider class:
public class ExampleInputProvider : InputProvider {}
  • Owerwrite required methods.
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Dynamic Water Physics 2 Documentation

Table of Contents

Table of Contents

  • Available Bindings
  • Input Manager (old/classic)
  • Input System (new)
  • Mobile Input Provider
  • Scripting
  • About
  • Quick Start
  • WaterObject
  • WaterParticleSystem
  • Input
  • AdvancedShipController
  • SailController
  • Submarine
  • Supported Water Assets
  • NWH Common Scripts
  • Helper Scripts
  • Demos
  • Upgrade Notes
  • Changelog
  • Support