Tier 3
Series 205
205F: The Rebind Protocol
"Left-handed pilots exist. If you cannot redefine "Jump" to a different button, your flight system is flawed. A Pilot uses the Rebinding API to allow runtime customization of the avionics."
The Concept: Interactive Rebinding
The ability to overwrite bindings at runtime.
* **PerformInteractiveRebinding:** The function that listens for the next key press.
* **Overrides:** Modifications saved to JSON, not the asset itself.
* **Exclusions:** Preventing the user from binding "Pause" to "Mouse Move."
* **PerformInteractiveRebinding:** The function that listens for the next key press.
* **Overrides:** Modifications saved to JSON, not the asset itself.
* **Exclusions:** Preventing the user from binding "Pause" to "Mouse Move."
Red Flag Detected
The AI Trap: "The Input Manager Menu"
You ask the AI: "Let the player change keys."
// AI-Generated Code: The Old Launcher // "Use the Unity Launch Dialog." // Audit Fail: That dialog was removed years ago. // Or: Manually mapping KeyCodes in a Dictionary.
This is "Legacy Reliance." Modern games need in-game menus, not external launchers.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
// Corrected: Professional Binding
action.PerformInteractiveRebinding()
.WithControlsExcluding("Mouse")
.OnComplete(callback)
.Start();
Your Pilot Command
> A skilled Pilot directs the AI to use the API. You command: "Start an interactive rebind operation on the Action, excluding the Mouse axes, and save the result."