Dispatch on Keyboard Input LPK_DispatchOnKeyboardInput.cs

Component to manage user input responses via keyboard.

Note: Any input device, including controllers and mice will work with this component. However, unless you are using an obscure device that requires special mapping via Unity, it is recommended to use the components created specifically for each input device.

Suggested use:

Dispatch events when the chosen keyboard key is pressed, released, or held down.

Examples found in: Project 1, Project 3

Components
Property Type Description Default Value
Component Properties
Detect Any Key Boolean Set any key to trigger event dispatch. Overrides Trigger Key property. False
Trigger Key Input Key What key will trigger the event dispatch. None
Input Mode LPK Input Mode What kind of input interaction should cause the event dispatch. PRESSED
Keyboard Event Sending Info
Event LPK Event Object Event to dispatch when conditions are met:
  • When the key is pressed according to the conditions chosen in Component Properties.
None
Event Sending Mode LPK Event Sending Mode Who receives the event sent info when input is given from the input device. OWNER = only send to components on the same game object. ALL = send to all game objects. TAGS = send to specified tags. TAGS
Event Sending Mode - TAGS
Tags Array of Tags Which tags will receive this event. 0
Debug Properties
Print Debug Info Boolean Toggle console debug messages. False
Label String Notes for the user about this component. This does nothing to the game or build. None