This guide explains how to upgrade your game from the 1.0 to the 1.1 Input SDK for Unity. Click here for Java and Kotlin instructions.
Release Notes
Google Play Games on PC supports remapping of keyboard controls based on the key bindings your game provides using the Input SDK.
Users access this feature by opening the overlay, selecting controls, and then clicking on the action they wish to remap.
Google Play Games on PC maps every user-remapped input onto your game's default input. This way your game doesn't have to be aware of the player's remapping. If you need to know the new input for an in-game action, such as displaying the keyboard controls in your game, you may optionally register a callback to be notified for remapping events.
Google Play Games on PC stores user's remapped controls locally to persist across gaming sessions. Since these settings is stored locally, they does not influence the mobile experience and are deleted upon uninstallation of Google Play Games on PC. Settings do not persist across multiple PC devices.
You don’t need to upgrade the Input SDK to enable key remapping in your game, but remapping will be disabled for your game if an unsupported configuration is detected.
If you want to control the input remapping experience or the remapping feature is disabled for your game, follow these steps:
- Upgrade to Input SDK
1.1.1-beta
. - Update any keybindings to avoid the unsupported configurations.
- Update your
InputMap
to set the remapping feature enabled.
If you want to opt-out of the remapping feature for your game while still displaying the read-only version of your key bindings, follow these steps:
- Upgrade to Input SDK
1.1.1-beta
. - Update your
InputMap
to set the remapping feature disabled.
You can upgrade your version of the Input SDK to
1.1.1-beta
to take advantage of advanced remapping features
in Google Play Games on PC by using InputContexts
to define controls for
different scenes of your game, add callbacks to listen for remapping events,
define a set of reserved keys that the user cannot remap to and disable the
remapping feature per InputAction
, InputGroup
or InputMap
.
When upgrading consider the following exceptions:
Unsupported configurations
Input remapping is disabled if the following conditions aren't met:
An
InputAction
that utilizes multiples keys must be composed of a modifier and non-modifier key. For example,Shift + A is valid butA + B ,Ctrl + Alt , andShift + A + Tab is invalid.Two or more
InputAction
orInputGroup
objects cannot share the same unique ID.
Introducing InputContext
An InputContext
allows a game to use the same key for different actions in
your game without conflicts. This way, if a game uses space for jumping
during gameplay and for confirming a menu selection, players are able to
individually remap
The following sequence diagram shows how the setInputContext()
API works at
runtime:
Upgrade
Games using previous implementations of the Input SDK still support basic remapping, unless they use an unsupported configuration. If your game is using an older version of the Input SDK, consider reading the upgrade guide from 0.0.4 to 1.0.0-beta.
Upgrade to 1.1.1-beta enables new features, including:
- Triggering context changes.
- Receiving notifications of key mapping events
- Disabling remapping per Action, Group, Context, or Map.
Installation
The Unity plugin v1.1.1-beta is available for your use. You need to delete any previous versions of the Input SDK installed in your game and upgrade to the current version.
To add the Input SDK v1.1.1-beta to your game, see Adding the SDK.
Define static fields
For version 1.1.1-beta it is a good practice to define your
InputActions
, InputGroups
, InputContexts
and InputMap
as static fields
of your InputMappingProvider
class, as these fields will be accessible from
other parts of your application:
#if PLAY_GAMES_PC
using Java.Lang;
using Java.Util;
using Google.Android.Libraries.Play.Games.Inputmapping;
using Google.Android.Libraries.Play.Games.Inputmapping.Datamodel;
public class InputSDKMappingProvider : InputMappingProviderCallbackHelper
{
public static readonly string INPUT_MAP_VERSION = "1.0.0";
private static readonly InputAction driveInputAction =
InputAction.Create(...);
private static readonly InputGroup roadInputGroup = InputGroup.Create(...);
public static readonly InputContext roadControlsContext =
InputContext.Create(...);
public static readonly InputMap inputMap = InputMap.Create(...);
public override InputMap OnProvideInputMap()
{
return inputMap;
}
}
#endif
Update your InputActions
The InputAction.create()
method of Input SDK 1.0.0-beta
is
deprecated. An InputAction
has a version identifier and can be marked as
remappable or not. An InputAction
defined using the Input SDK
1.0.0-beta
create()
method is remappable by default and lacks versioning
information:
InputAction in Input SDK 1.0.0-beta
var driveAction = PlayInputAction.Create(
"Drive",
(long)InputEventIds.DRIVE,
PlayInputControls.Create(
new[] { AndroidKeyCode.KEYCODE_SPACE },
new List<PlayMouseAction>()
)
);
InputAction in Input SDK 1.1.1-beta
private static readonly InputAction driveInputAction = InputAction.Create(
"Drive",
(long)InputEventIds.DRIVE,
InputControls.Create(
new[] { new Integer(AndroidKeyCode.KEYCODE_SPACE) }.ToJavaList(),
new ArrayList<Integer>()),
InputEnums.REMAP_OPTION_ENABLED
);
InputAction in Input SDK 1.1.1-beta (with version string)
private static readonly InputAction driveInputAction = InputAction.Create(
"Drive",
InputControls.Create(
new[] { new Integer(AndroidKeyCode.KEYCODE_SPACE) }.ToJavaList(),
new ArrayList<Integer>()),
InputIdentifier.Create(
INPUT_MAP_VERSION, (long)InputEventIds.DRIVE),
InputEnums.REMAP_OPTION_ENABLED
);
For more information about versioning your key bindings, see Tracking key IDs.
Update your InputGroups
In Input SDK 1.1.1-beta
you need to uniquely
identify each InputGroup
. Each InputAction
belongs to an InputGroup
-- a
collection of related actions. This improves navigation and discoverability of
the controls during gameplay. Just as an InputAction
must have a unique
identifier among all the actions in a single InputContext
, an InputGroup
must have a unique ID across the existing groups.
For the examples in this section, a game has two InputContext
objects
representing the main menu and gameplay. Appropriate IDs are tracked for each
InputGroup
in these contexts using the following enumeration:
public enum InputGroupsIds
{
// Main menu scene
BASIC_NAVIGATION, // WASD, Enter, Backspace
MENU_ACTIONS, // C: chat, Space: quick game, S: store
// Gameplay scene
BASIC_MOVEMENT, // WASD, space: jump, Shift: run
MOUSE_ACTIONS, // Left click: shoot, Right click: aim
EMOJIS, // Emojis with keys 1,2,3,4 and 5
GAME_ACTIONS, // M: map, P: pause, R: reload
}
Like InputAction
, the InputGroup.create()
method of the Input SDK
1.0.0-beta
has been deprecated. You must update your InputGroup
in your game
with a version identifier and boolean indicating whether the InputAction
objects in your groups are remappable. Groups created with the deprecated Input SDK 1.0.0-beta
create()
method are remappable, have the ID 0,
and the version ID is an empty string (""
):
InputGroup in Input SDK 1.0.0-beta
var gameInputGroup = PlayInputGroup.Create(
"Road controls",
new List<PlayInputAction>
{
driveAction,
turboAction,
openGarageAction,
openPgsAction,
openStoreAction
}
);
InputGroup in Input SDK 1.1.1-beta
private static readonly InputGroup roadInputGroup = InputGroup.Create(
"Road controls",
new[]
{
driveInputAction,
turboInputAction,
openGarageInputAction,
openPgsInputAction,
openStoreInputAction,
}.ToJavaList(),
(long)InputGroupsIds.ROAD_CONTROLS,
// All input actions of this group will be remappable unless specified
// the contrary by the individual input actions.
InputEnums.REMAP_OPTION_ENABLED
);
InputGroup in Input SDK 1.1.1-beta (with version string)
private static readonly InputGroup roadInputGroup = InputGroup.Create(
"Road controls",
new[]
{
driveInputAction,
turboInputAction,
openGarageInputAction,
openPgsInputAction,
openStoreInputAction,
}.ToJavaList(),
InputIdentifier.Create(
INPUT_MAP_VERSION, (long)InputGroupsIds.ROAD_CONTROLS),
// All input actions of this group will be remappable unless specified
// the contrary by the individual input actions.
InputEnums.REMAP_OPTION_ENABLED
);
For more information about versioning your key bindings, see Tracking key IDs.
Update your InputMap
InputMap.create()
method of Input SDK 1.0.0-beta
has been
deprecated. Update your InputMap
to assign a version identifier, opt out
completely from the remapping feature or assign a list of reserved keys for your
game that you don’t want to be used for remapping by the user. Every InputMap
defined using the Input SDK 1.0.0-beta
create()
method is
remappable by default, is identified with the ID 0
, and doesn't have any
reserved keys.
InputMap in Input SDK 1.0.0-beta
var gameInputMap = PlayInputMap.Create(
new List<PlayInputGroup>
{
gameInputGroup,
menuInputGroup
},
PlayMouseSettings.Create(false, false)
);
InputMap in Input SDK 1.1.1-beta
public static readonly string INPUT_MAP_VERSION = "1.0.0";
public static readonly long INPUT_MAP_ID = 0;
public static readonly InputMap inputMap = InputMap.Create(
new[] { roadInputGroup, menuInputGroup }.ToJavaList(),
MouseSettings.Create(false, false),
InputIdentifier.Create(INPUT_MAP_VERSION, INPUT_MAP_ID),
// Use ESC as reserved key
InputEnums.REMAP_OPTION_ENABLED,
new[]
{
InputControls.Create(new[]
{
new Integer(AndroidKeyCode.KEYCODE_ESCAPE)
}.ToJavaList(),
new ArrayList<Integer>())
}.ToJavaList()
);
What's next
Continue your upgrade to 1.1.1-beta by
Assigning different controls for different scenes
using InputContexts
or updating the UI of your game by
Getting notified on remapping events using
InputRemappingListeners
.
When updating your key-bindings take a look at the Best practices for designing your key bindings and consider the restrictions and limitations of the remapping feature.