NEW INPUT SYSTEM in Unity

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Let’s check out what Unity is working on for the new Input System!
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Hey everyone!

To those of you who can't find the package: Unity has moved the "Show Preview Packages".

You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages.

If you check that box, you should see preview packages in the Package Manager! :-)

Stay awesome!

Brackeys
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TIP For those doing the tutorial more recently, you can no longer drag the file into the inspector as they changed the backend. You can just do controls = new InputMaster(); in awake to create a new instance of the object.

cbox_
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This was one of the first videos that I watched when I began my Unity journey. I'm now coding dedicated servers with fusion + azure playfab for an online space shooter game I created as a result of following these tutorials. How far I've come in 5 months is amazing. I stumbled upon this video and noticed my comment from 5 months ago! <3

Thanks for all your hard work Brackeys .... you're missed sorely!

For those embracing the journey now, keep at it, it's incredibly rewarding and so much fun. Keep up the great work everyone!

NewbNinjas
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If you are watching this tutorial now and are looking for the "dpad" option, you have to create an action then change the action type from "Button" to "Value" in menu to the right. Then you have to change the Control type (drop down will appear) from "Button" to "Vector2". Then you can choose an "up/down/left/right composite".

andheg
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Even though you may be gone @Brackeys, you still end up helping in everyway I need. While I hardly knew ye, ye still helped out more than I ever could have thought and for that, you have my eternal gratitude and thanks.

SoggyPringles
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Once again, I search the webs for tutorials, find garbage, but then wait - there's Brackeys! Saved the day again, man! Thanks so much!

andythayer
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To anyone as stupid as me (welcome to the club) - You can have both the new and the old input systems enabled simultaneously (without errors!) by going to Project Settings > Player > Other settings > Enable both

This way your game isn't an error simulator while converting to the new input system. Well done Unity, for thinking about this.

Also; Great tutorial Asbjørn, thank you! (I'll call you by name from now on, since Brackys is no more... *Sad noises*).

rorschacht
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Alot has changed in the 2020.1, and there aren't that many videos covering it...

maltedwheaties
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In case of you are coming from the "FPS tutorial" and got question marks over your head, why the fudge there is no >mouse control< explanation...:

mouseX = * mouseSensitivity * Time.deltaTime;
mouseY = * mouseSensitivity * Time.deltaTime;

antoniovedivici
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the dpad is now labeled as 2d vector, you right click the actions and it is listed there

folfex
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Who's here after the Brackeys team have retired? (from Youtube). Its been great, good luck to the Brackeys team!

pranavbadrinathan
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There seems to be a lot that has changed. Whilst I have figured most of it out myself I would love an updated video ;). Either way great vids Brackeys!

joeyhernandez
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Even though it's a few years old, this vid helped me get a jump start on the new input system. Thank you my friend.

WesHawkins
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Another good video from my favorite youtuber. On my birthday :D
Keep up the good work man.

eiromplays
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"This year is gonna be fun" didn't age well ^^'

cloudgazerd
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If you can't drag in the InputActionAsset into your script (as shown at 11:50) because the field isn't there, instantiate the object in your Awake() method instead. Do something like this:

private void Awake()
{
controls = new Controls();
+= ctx => Shoot();
}

Also, for 13:37, if you're getting errors after testing the code, ensure the return type ('Vector2' in the video) agrees with the return (composite) type of the action.

-.._.-_...-_.._-..__..._.-.-.-
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Brackeys, I really appreciate your content. In 3 months I went from knowing nothing about Unity, to having plenty of knowledge. Thank you, you've been a big help to me. Keep up the good work!!!

totallycrispy
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You should really not use anonymous methods here... For every +=, you have to call a -= as well. Else the game breaks because events are still triggered after destruction, because the methods live within their own reference.

darkfafi
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*I feel the older system was much easier.*

theeternal
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My thoughts before watching were "Oh why do we need this, the old system is good enough, I can do anything there".
I'm honestly surprised how much better this is and I did not expect this. I never even realized how clunky the old system was, and I just kind of got used to writing the input checks in Update() which in hindsight is so messy readability-wise.
I can't wait for the new input system to make into unity proper now. And thanks for the video!

beerfrad