diff --git a/README.md b/README.md index 080581e7..e0e303fb 100644 --- a/README.md +++ b/README.md @@ -34,6 +34,17 @@ The script controlls the Target and the Virtual Camera. Use ANY Input System usi ## Requirements * Cinemachine +## Want to use Unity's Input System? +To get the files, unpack ```RTSCameraController_NewInputSystem.unitypackage``` that's located in the ```RTSCameraController``` directory while in the editor. +Use the ```RTSCameraController_NewInputSystem.prefab``` instead or just swap the ```InputProvider_OldInputSystem.cs``` with ```InputProvider_NewInputSystem.cs``` in the ```RTSCameraController``` Game Object. Makes sure to install the ```Input System``` package from the Package Manager of course. + +## Create your own input provider script +Just create a new Script and inherit from the ```IRTSCInputProvider``` interface and let your editor automatically populate with all the methods from the ```IRTSCInputProvider```. +Return the values (Bool, float or Vector2) to the specific Methods. +Place the script alongside the Controller script and that's it. +Just make sure there's only one Input Provider placed as a component. +You can use the premade Input Providers as a guide. + ## How To Use * Make sure you have installed the "Cinemachine" package from the Package Manager. * If any, delete the default Main Camera from the Scene. @@ -49,10 +60,3 @@ Right Mouse Button or Q or E - Rotation Mouse Scroll Wheel - Zoom-In/Zoom-Out R or F - Height Change - -## Create your own input provider script -Just create a new Script and inherit from the ```IRTSCInputProvider``` interface and let your editor automatically populate with all the methods from the ```IRTSCInputProvider```. -Return the values (Bool, float or Vector2) to the specific Methods. -Place the script alongside the Controller script and that's it. -Just make sure there's only one Input Provider placed as a component. -You can use the premade Input Providers as a guide.