Using Input System components with Cinemachine
For more complex input configurations like supporting multiple devices, you will need to receive inputs from the PlayerInput
component provided by the Input System package. The following section assumes you already know how to setup this component. For more information, see the Input System documentation and samples.
Read from PlayerInput
To read values from a PlayerInput
with a behaviour
set to InvokeCSharpEvents
, you need to create a custom InputAxisController
that subscribes to onActionTriggered
. The example below shows how to receive and wire those inputs accordingly. Add this script to your CinemachineCamera
and assign the PlayerInput
field.
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
// This class receives input from a PlayerInput component and disptaches it
// to the appropriate Cinemachine InputAxis. The playerInput component should
// be on the same GameObject, or specified in the PlayerInput field.
class CustomInputHandler : InputAxisControllerBase<CustomInputHandler.Reader>
{
[Header("Input Source Override")]
public PlayerInput PlayerInput;
void Awake()
{
// When the PlayerInput receives an input, send it to all the controllers
if (PlayerInput == null)
TryGetComponent(out PlayerInput);
if (PlayerInput == null)
Debug.LogError("Cannot find PlayerInput component");
else
{
PlayerInput.notificationBehavior = PlayerNotifications.InvokeCSharpEvents;
PlayerInput.onActionTriggered += (value) =>
{
for (var i = 0; i < Controllers.Count; i++)
Controllers[i].Input.ProcessInput(value.action);
};
}
}
// We process user input on the Update clock
void Update()
{
if (Application.isPlaying)
UpdateControllers();
}
// Controllers will be instances of this class.
[Serializable]
public class Reader : IInputAxisReader
{
public InputActionReference Input;
Vector2 m_Value; // the cached value of the input
public void ProcessInput(InputAction action)
{
// If it's my action then cache the new value
if (Input != null && Input.action.id == action.id)
{
if (action.expectedControlType == "Vector2")
m_Value = action.ReadValue<Vector2>();
else
m_Value.x = m_Value.y = action.ReadValue<float>();
}
}
// IInputAxisReader interface: Called by the framework to read the input value
public float GetValue(UnityEngine.Object context, IInputAxisOwner.AxisDescriptor.Hints hint)
{
return (hint == IInputAxisOwner.AxisDescriptor.Hints.Y ? m_Value.y : m_Value.x);
}
}
}
For more information, see the Cinemachine Multiple Camera documentation and example if you need to dynamically instantiate cameras.