Rewired Documentation
For Rewired version 1.0.0.84+
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.
- 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
- Custom Controllers
Extras:
How To's:
- Important classes
- Getting a Player
- Getting Input
- Getting a Controller
- Receiving joystick connect and disconnect events
- Assigning joysticks to players
- Enabling and disabling controller maps
- Managing 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
- Calibrating controller axes
- Vibration/Rumble
- Handling multi-button Actions
- Converting scripts from UnityEngine.Input to Rewired
- Exporting Actions as constants for use in scripting
- Displaying a drop-down list of Actions in the inspector of a script
- Implementing a "Press Start to Join" controller assignment system
- Creating a controller mapping screen
- Saving and loading controller maps
- Saving and loading calibration maps
- Modifying Input Behaviors during runtime
- Creating on-screen touch controllers
- Creating new controller definitions
- Creating new controller templates
- Adding a controller to an existing controller template
- Excluding controller definitions
- Identifying recognized controllers by type
- Identifying joysticks on Windows fallback or Windows Webplayer platforms
- Hiding input settings on the Unity launcher
- Configuring ArcadeGuns G-500 AimTrak Light Guns
- Logitech G27 Racing Wheel Support
- Saitek Pro Flight TPM Panel Support
- 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 Rewired to control Unity's new UI
Help:
- Supported Controllers
- Special Platform Support
- Examples
- Integrations
- Updating Rewired
- Troubleshooting
- Known Issues
FAQ:
- Does Rewired support this controller?
- Can you/I add support for this controller?
- Does Rewired support this platform?
- Where is Rewired's data saved?
- How do you consume/use an input?
- My joystick's dead zone is too large/small. How do I change it?
- Does Rewired support force feedback?
- Can I use Rewired on WiiU?
- Can you add joystick auto-recognition for WebGL?
- Can you give me a quick and simple example of how to handle control remapping?
- Can I get the Rewired source code?
- What does "this extension requires one licence per seat" mean?
Unity Help:
