GetKey isn't supported but you could create a custom starter that uses it: https://opsive.com/support/document...ntroller/character/abilities/ability-starter/
Okay so you are saying to still inherit from the ability starter class? Or do you mean completely create my own ability starter class that I can then inherit from?You'll need to create a new Ability Starter class and within that implement GetKey. In this case you won't use the PlayerInput class since that doesn't support GetKey.
using UnityEngine;
using System.Collections;
using Opsive.UltimateCharacterController.Input;
namespace Opsive.UltimateCharacterController.Character.Abilities.Starters
{
/// <summary>
/// </summary>
public class HoldForwardAttack : AbilityStarter
{
/// <summary>
/// Can the starter start the ability?
/// </summary>
/// <param name="playerInput">A reference to the input component.</param>
/// <returns>True if the starter can start the ability.</returns>
public override bool CanInputStartAbility(PlayerInput playerInput)
{
if (playerInput.GetButton("Forward"))
{
if (playerInput.GetButtonDown("Fire1"))
{
return true;
}
}
return false;
}
}
}