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Easy Mode: Unity's New Input System 

One Wheel Studio
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Sometimes Unity's new input system can feel too complex. With "easy mode" you can quickly implement player input much the same way the old input system does. Keyboard, mouse, or gamepad it's all easy to add. The same functionality as GetKey, GetKeyDown, and GetKeyUp.
Full-Length Video: • Easy Mode: Unity's New...
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Timestamps
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0:00 Intro
#GameDevelopment #Unity3D #indiedeveloper

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14 окт 2024

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Комментарии : 22   
@carpations3324
@carpations3324 Год назад
Thanks, I wasn't aware of this feature!
@forbiddenbox
@forbiddenbox Год назад
Hey there, I'd liike to recommend you talk about the animators state machine and how you could use it even if your game doesn't have animations, so you have a built in state machine which makes switching to the state pattern easy to do
@ToastaToast
@ToastaToast Год назад
Yes, you can use it like this, but please, please, please, please, PLEASE take some time to learn the ins and outs of how to use the input system the intended way! There's a learning curve, yes, but its very powerful and will help you improve your programming abilities. I think the problem comes down to people not understanding how delegates work. Once you understand that, the rest falls into place, at least in my experience.
@OneWheelStudio
@OneWheelStudio Год назад
I fully agree! This and the full length video was really aimed at prototyping and very simple functionality.
@forbiddenbox
@forbiddenbox Год назад
I for example know the power of the input system but since I'm prototyping 80% of the time I don't bother switching to it because it's easier to just use Input.GetKey but now with this "easy mode" I can prototype annnd use the actual input system all without having to switch packages
@EddieVillamor
@EddieVillamor Год назад
​​​@@forbiddenboxif we practice working our prototypes with these improved systems, it tends to get muuch faster to implement over time. My prototypes over the years start using better and better systems as I learn them and this new Input System can easily be turned into a version of how the old api looked like. Then you can just reuse that code for all future prototypes. Working with military contracts, I've had to learn to implement latest and greatest things in an extremely fast paced style, taking the easy route in the beginning does not really help schedules, just adds additional deadlines to do the upgrades lol
@forbiddenbox
@forbiddenbox Год назад
@@EddieVillamorAgreed, after the "easy mode" I started using the new Input System from the get-go even in the prototyping stage. It is very hard to refactor code to the new Input System when you've used the old one too much in your prototype, so why not just use the new Input System from the start, thank you for the suggestion.
@mxjokereh
@mxjokereh 10 месяцев назад
Thank you so much
@kerduslegend2644
@kerduslegend2644 8 месяцев назад
Man... I knew this feature 2 years late
@Kudoshi
@Kudoshi Год назад
But isnt one of the nice feature of the input system is how its able to support multiple input device binded to jz one binding. Where u dont need to care about the input device.
@MaximumSpice
@MaximumSpice Год назад
Does this also work with the Event system like you use with the Input System cos once you learn that, it's super easy and fantastic, I'm glad I took time learning it last year.
@OneWheelStudio
@OneWheelStudio Год назад
They should work side by side just fine!
@EddieVillamor
@EddieVillamor Год назад
I'm new to Unity programming but not new to software programming and I can already see the huge benefits in preferring the new input system for better scalability, maintainability, and testability, as well as encourage more solid OOP. As with any system, hardest part is learning it. It just gets easier and faster to implement the next time around.
@kueyz5
@kueyz5 Год назад
Thanks! I'm planning to switch to New Input System , is there any downsides of using this method in long term?
@OneWheelStudio
@OneWheelStudio Год назад
You do lose some of the power of the new input system, but if your project doesn’t need those features then I don’t see a downside.
@paperplays14
@paperplays14 Год назад
if you didint know you can replace "Keyboard.current.escapekey" with your input action name e.g DefaultInputAction.Player.Fire.WasReleasedThisFrame()
@ItzLilAce
@ItzLilAce Год назад
All I need is a wall-run tutorial for the input system
@littledemo3605
@littledemo3605 Год назад
what about gui development
@S.K.u.S.H
@S.K.u.S.H 11 месяцев назад
Tod!
@saito853
@saito853 Год назад
This defeats the entire purpose of the new input system, which is event-based. If you want to stick with this style (checking for keys in update) stick with the old one.
@InfinityInteractive
@InfinityInteractive Месяц назад
This is just pointless.. You might as well use the old input manager if this is how you're going to do it.
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