> For the complete documentation index, see [llms.txt](https://fast-studios.gitbook.io/input-hub/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://fast-studios.gitbook.io/input-hub/manual/settings.md).

# Settings

Every option of Input Hub, tab by tab.

<figure><img src="https://4000150045-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FQ8w9t8jTgqZLSo9DvRCc%2Fuploads%2Fk4njhR0GhIhZ23pctnLz%2Fimage.png?alt=media&amp;token=7fa6f522-78eb-47c5-b58e-6154b43c0e35" alt=""><figcaption></figcaption></figure>

The **Settings** window holds every option of Input Hub. None of them are required: the defaults work out of the box, and you only come here to fit Input Hub to your game.

To open the window, go to **`Tools > Fast Studios > Input Hub > Settings`** in Unity's top menu bar.

The settings are organized into **General, Features, Compatibility, Localization** and **Advanced**. Some of them also show in the Settings card of the [Input Hub window](/input-hub/manual/actions-and-axes/input-hub-window.md), for quick access while you work on your actions.

***

## General

The welcome page, with three shortcuts:

* **Contact form**: for questions, issues, feedback or support.
* **Documentation**: opens this documentation.
* **Demo**: opens the [example scenes](/input-hub/manual/example-scenes.md).

***

## Features

### GAME

#### Gamepads

Turn it off if your game doesn't support gamepads at all. The gamepad fields leave the Input Hub window, no gamepad is ever detected, and the prompts stay on the keyboard or touch.

#### Trigger Press Point

How far **LT** and **RT** go down before they count as pressed, both in the game and when the player rebinds. 0.5 is half way. Lower answers a lighter touch. Only shows with Gamepads on.

#### Devices

Flight sticks, wheels and VR controllers, through the **Device** part of each binding. Works the same on both input systems. Off hides the field and ignores it. See [Flight Sticks, Wheels and VR](/input-hub/manual/devices/flight-sticks-wheels-and-vr.md).

#### Detect Device in Use

Notices on its own which device the player is using, and switches the prompts when the player puts down the keyboard and picks up a gamepad, and back. See [Devices](/input-hub/manual/devices.md).

**Mouse Movement Too**: moving the mouse counts as picking up the keyboard. Off needs a key or a click, so a nudged mouse doesn't flip the prompts while the player is on a gamepad.

#### Mobile

Turn it on when the game ships to mobile. Off hides every touch field and ignores the on-screen buttons. See [Mobile and Touch](/input-hub/manual/devices/mobile-and-touch.md).

**Mobile Only**: reads only the on-screen buttons, for a game that ships to mobile alone.

#### Player Save

Where the player's rebinds, settings, language and icon style are kept: **Mode**, **File** and **Folder**, with **Export** and **Open Folder**. See [Player Save](/input-hub/manual/player-save.md).

### PROMPTS

#### Icon Style

The style every prompt draws from. **Open Styles** opens the [Styles window](/input-hub/manual/icon-styles.md).

#### Prompt Variations

How keys look in every prompt: icon or text, short or long names, brackets, where "Hold" goes, the device, and the shape of movement keys. **Open** opens the [Prompt Variations](/input-hub/manual/prompts/prompt-variations.md) window.

#### Interaction Animations

Prompts with **Can Be Animated** on show the player how to use them, on their own: **Hold**, **Tap** and **Double Tap** actions play the animation of that name, and an axis plays **Directions**, or **Up Down** on the mouse wheel. An axis shown as keys stays still, since the keys already show the way. A prompt asked for another animation, or with **Always Use Animation**, plays its own.

#### Unbound Text

What prompts write for an action or axis without a binding. The Binding Menu keeps its own empty text on each slot, an icon set can draw an Unbound icon instead, and a Prompt Style can change the text for its actions.

**Device in Use Only**: also counts as unbound when the action has no binding for the device in use. Off shows the binding of another device instead, like the key while the player is on a gamepad.

#### Font

The font of every text the **`GameObject > Fast Studios > Input Hub`** menus create, like the Input Prompt, the Binding Menu and the Disconnect Screen. Leave it empty and they use the Default Font Asset of TextMesh Pro, like any other text in the project, so your prompts can have a font of their own. What was already created keeps its font: change it on the text itself. Only with TextMesh Pro.

### EDITOR

#### Generate Ids

Writes **HubIds.cs** next to your actions, so code can say `HubAction.Interact`. See [Generated Ids](/input-hub/manual/actions-and-axes/input-hub-window.md#generated-ids).

#### Auto Sync

Rewrites HubIds.cs as soon as an action changes. Off waits for **Apply**, so you don't wait for a recompile on every change.

#### Simulate in Toolbar

Shows **Simulate** in Unity's toolbar, next to Play. Off keeps it only in the Input Hub window. See [Simulate](/input-hub/manual/devices/simulate.md).

#### KeyCode Custom Picker

Every `KeyCode` field in the project, yours too, opens a picker with search and groups, and has a **Listen** button. Off brings back Unity's list. Inspectors already open change when they are drawn again. See [Editor Helpers](/input-hub/manual/editor-helpers.md#keycode-picker).

#### Sync Input System

Only with the Input System package. Actions imported from an `.inputactions` asset stay linked to it: saving the asset brings its keys here, and in the game the player's rebinds reach the Input System actions, so `PlayerInput`, the UI and scripts that read them follow the new key. See [Input System](/input-hub/manual/input-system.md).

***

## Compatibility

Every controller the game knows: which letters its buttons carry, the names it is detected by, what it calls each button, and its numbers on the old Input Manager. Turn off what the game won't ship with, or add one the list doesn't have.

* The switch on each controller turns its support on or off. Nothing is deleted.
* **X** removes a controller. **Restore Built-in** brings back any built-in controller that was removed.
* **+ Add Controller** walks you through adding a new one.
* Click a controller to edit it.

Everything here is explained on the [Controllers](/input-hub/manual/devices/controllers.md) page.

***

## Localization

The languages of the game and the table of every text the player reads. It has a page of its own: [Localization](/input-hub/manual/localization.md).

***

## Advanced

### PROJECT

#### Settings Folder

Where your Input Hub settings, your actions and axes, **HubIds.cs** and the controllers you made are kept. The first time Input Hub opens in a project it makes **`Assets/Input Hub Settings`**, and from then on it finds them wherever they are. **Move...** takes all of it to another folder of your choice, like `Assets/Others/Input Settings`, and removes the old folder when it is left empty.

Keep it outside the folder where Input Hub is installed, usually `Assets/Fast Studios/Input Hub`. If that folder is ever deleted, for example to reinstall Input Hub from scratch, anything kept inside it is deleted too. The card warns you when the settings are inside it.

{% hint style="info" %}
Projects that started with Input Hub 1.0 kept the settings and the actions inside the Input Hub folder. The first time the new version opens, Input Hub moves them to **`Assets/Input Hub Settings`** by itself, with nothing lost and every reference kept, and says so in the Console.
{% endhint %}

The Input Hub folder itself can be anywhere too, like `Assets/Plugins/Fast Studios`: nothing in Input Hub depends on where it is.

### INPUT

#### Backend

Which input system is read. **Auto** takes whichever the project has on, or both. **Legacy** and **Modern** force the old Input Manager or the Input System, for a project that has both on. If the one you forced is turned off later in Player Settings, Input Hub puts **Backend** back to **Auto** before Play and before a build, with a warning in the Console, so the game never ends up reading nothing.

#### Pad Table

Which button numbers the old Input Manager gets: **Auto** reads it from the pad's name, or force **Xbox**, **PlayStation** or **Switch**. See [Controllers](/input-hub/manual/devices/controllers.md#buttons-coming-out-wrong-on-the-old-input-manager).

#### Native Pad Reader

Reads Xbox pads (XInput) straight from the system, so the editor answers outside Play Mode. Other pads, like DualShock and DualSense, answer in Play Mode. **Diagnose** logs what each XInput port answers right now, which helps when a pad doesn't respond.

#### Pad Combos

The buttons the player can hold to make a combo while rebinding, like **LB + A**: pressing another button with one of them held records both, and letting it go alone records it by itself. Buttons already used as a modifier in some binding count too.

### ACTIONS

#### Log Blocked Reads

Logs once per action when a script reads it while all its maps are off, with the script that read it. Reading an action whose map is off on purpose is normal, so it starts off: turn it on to find a map that was forgotten off. Editor and development builds only.

### EDITOR

#### Preview Rate

Frames per second of the stick preview in the editor. 0 follows the monitor.

#### Preview Smoothing

Eases the dot of the stick preview, from 0 to 1. Only the preview: the game is never smoothed.

#### Style Maker

For pack makers: adds **`Tools > Fast Studios > Input Hub > Style Maker`**, to build the page of an icon style and send it to Fast Studios. Turning it on or off recompiles the scripts. See [Style Maker](/input-hub/manual/icon-styles/style-maker.md).

#### Simulate Hotkeys

**Previous Device** and **Next Device** step [Simulate](/input-hub/manual/devices/simulate.md#hotkeys) through its list: outside Play Mode in any editor window, and in Play Mode with the Game view focused. They are the left and right arrows unless you change them.

### RESET

#### Reset to Defaults

**Reset Everything** puts Input Hub back the way it comes from the Asset Store: no actions or axes in the project, only the Xelu's icon style, and every setting at its default. Actions that live inside a scene, like the examples', stay. It asks before doing anything.

{% hint style="danger" %}
**Reset Everything** moves your actions and axes to the trash, removes every icon style except Xelu's, and can't be undone with Ctrl+Z. The packs that come with Input Hub stay in Icon Packs, and packs you added there go to the trash too. Use it with care.
{% endhint %}
