Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
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  • Concept
  • Inspector
  • Tag
  • Action Ref
  • Hold Input
  • Input Buffer Time
  • Notice
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  1. Definition & Inspector Detail

Input

PreviousPlayerNextLocomotion

Last updated 6 months ago

Concept

Input Unit defines how Player Input is sent to character.

For our native solution, we use Unity's Input System package as dependency since it has good controller supports and local muti-player solution. If you want to use old input system, you might need to override the player class and implement how tag is sent to character.

Expand the Input Unit's fold out, you will see this:


Inspector

Tag

What input tag to be sent to Character

Action Ref

The input action that triggers this unit

Hold Input

If unchecked, this input will only be triggered once per press event. Otherwise, it will be continuously triggered when holding the button

Input Buffer Time

The amount of time this input tag will stay in the input tag list if it cannot trigger any action immediately. This will make your game's input windows more graceful.


Notice

Be aware that each input tag should only be matched to one input unit for the same player. If you want some more advance inputs like special commands/weapon input override, we will add documentation of the input addon class later.