Input Icons for TMPro – Published By Tobias Froihofer

Features

  • Display current input bindings in TMPro texts along with other text.
  • No additional code required. Just use the style tag of …

Keywords:

input action, TMPro, binding, prompts, icons, input system, TextMesh Pro, UI, sprites, xbox, Gamepad, Rebind, nintendo, keyboard, Playstation

Short Description:

Features

  • Display current input bindings in TMPro texts along with other text.
  • No additional code required. Just use the style tag of …

    Rating:

    Discount: None

    Asset Title: Input Icons for TMPro

    Publisher: Tobias Froihofer

    Category: tools, gui

    More Details about this asset:

    Features

    • Display current input bindings in TMPro texts along with other text.
    • No additional code required. Just use the style tag of TMPro.
    • Support for keyboard&mouse and gamepads.
    • Rebind prefabs included to let you change input bindings easily.
    • 380+ PNGs (100x100px) for keys, mouse and gamepads.


    Perfect for displaying bindings in UI, or for displaying button prompts or creating tutorials. E.g. “Press … to do …”.


    Example: type “<style=platformer controls/move> to display the bindings of the move action.


    Input rebinding: Prefabs included. Changes to any bindings will immediately be reflected by TMPro texts. Rebinding prefabs can be used for keyboard and gamepads and will display the input bindings of the currently used input device.


    Support for keyboards* (QWERTY, QWERTZ, AZERTY) and gamepads (XBox, PS, Nintendo Pro). *Special characters on keyboards will fall back to QWERTY layout.


    380+ PNGs (100x100px) for keys, mouse and gamepad included.


    When the user switches devices from keyboard&mouse to a gamepad, all TMPro texts will get updated to display the gamepad controls.

    Note: For performance reasons, avoid switching input devices every frame.


    Customizable

    Display sprites or text for input bindings.

    Scriptable Objects available which store the sprites to be displayed. Want to display a different set of input sprites, just change the data in the Scriptable Objects.

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