Input System: Workflow tips and feature integrations | Unite Now 2020

preview_player
Показать описание
Andy Touch, from our Technical Marketing team, shows you how to solve common scenarios when developing a cross-platform game that uses the new Input System. Learn how to quickly switch control schemes, rebind control settings, and connect the Input System with other Unity features.

Speaker:
Andy Touch - Senior Global Content Developer (Unity)

Рекомендации по теме
Комментарии
Автор

An input video by a person named Touch. Nice.

pnvgordinho
Автор

Nice, glad to see Unity making a lot of great videos. I make a lot of tutorials on the new input system for anyone interested in learning more 🙂

samyam
Автор

25:07 Runtime Rebinding
Thank you for your Work !

lichtmond
Автор

Though it sounds so easy in this video I gave up trying to get the UI to work over the Player controls and switched to using the Old and New both as the code in the Warrior project was so confusing going back and forth over many scripts! By the loud silence to most of the questions, it is apparent that even Unity doesn't have answers to the multitude of questions below! If there is anyone who has actually done this, please share your knowledge.

diliupg
Автор

Great stuff Andy, really useful ! I'm planning to replace Incontrol in my project with this, the UI event component seems so useful!

AlexStrook
Автор

This is definitely a great GREAT video on a sorely-needed solution in Unity. Great job, Andy! :)

awesomedata
Автор

Is there is any way to secure our assets from extracting using common ripping tools like uTineyRipper, asset bundle extractor. We spent months maybe years to make something so we need solid protection for our works,

Sorry for my bad english

ashiq
Автор

after 72 hours with this... after "building WebGL", the Y-axis of a Xbox One stick fails. It doesn't fail in Unity, nor in standard build. Gotta love it.

ryanem
Автор

Currently I have two characters in my Fighting game, Player 1 and Player 2Both are using the same scripts. And player inputs. Without doing any further setup the new input system works. Both characters are in the scene and work without instantiating them via the PlayerInputManager.

If move the first gamepad it takes control of a player. If I move the other controller it controls the other player.
Everything is working up until this point.

NOW how do I set it up that the person who selected with his controller the Player 1 in the menu takes control of the Player1 in game. And the same for Player 2.

wesselgeldenhuys
Автор

I have a question for 1 scenario, what if On my ps4 controller I go ahead and try to change the attack bind, then press on my keyboard, how would I make it not put it on a keyboard bind?

betadv
Автор

But it doesnt support sensitivity and gravity of axis input like Horizontal and Vertical on the old input did... When is the processors for that coming?

outlander
Автор

The new system is great. But you should fix compatibility with Steam API.
It is a shame in 2020 that Unity has no native Steam integration

GabrielBarbosa
Автор

Hi Andy, The Editor did not accept my request to furnish your scene automatically with an XR Rig, citing "Main Camera is not in the root of the hierarchy." So, I went ahead and added the Rig and VR camera manually. Everything works fine. But should I be concerned that now there are sort of 2 cameras doing the main rendering? I can't delete your legacy camera because then the game would not respond to inputs. Thanks!

TheShabrang
Автор

Still curious how this is implemented with VR? Does it tie in with the XR toolkit then?

expansevr
Автор

Thanks for the tip on the cinemachine input provider! Great work!

WalterGordyCanada
Автор

How does the InputSystem tie into UIElements? Is there a video/article showing this or talking about this?

mattiapezzano
Автор

I am bit confused of how this warrior example that you provided is working. in the example you can only change the text button but no other controlls, also for the menu canvas to apear is no option but have to do it from inspector . You show how a input can be keybind but not how to do it. I don't know why but making a Menu settings where i am able to remap the keys is more easy with the old system than with the new one even if i need to write extra scripts or at least this is the conclusion i reach until now.

fokozuynen
Автор

Great tutorial, very interesting thank you.

kayumiy
Автор

Is there a way of letting the player customise their buttons on the keypad? As in the player can choose to have [Space] attack or change it to have [a] as attack.

TheLegendsOfTynedale
Автор

is it possible to have multiple independent inputs for UI? for example a character selection screen where every player selects a character?

zxaznkidzx