I was learning to code for some years and then they spring the new input system on us and I felt overwhelmed by it, I didn't even want to take time to learn it, but I decided to give it another chance. You deserve more Subs.
The new system has really been a blessing for a beginner game dev like me. Even though some of its syntax seems a bit weird at first. The ability to easily enable / disable different control schemes, which all support multiple input devices, when I need them is just so good!
i learned how to use the new input system via unity events through some tutorials recently and i love it. it seems confusing at first but now that i get it, it seems so straight forward. i wasn't planning on making my game multi platform but now i don't see any reason not to,
Dude can I just say that you rock. Easily the best explanation of the new input system by far over any other youtuber. Even Brackeys. I've been binge watching your stuff and it's awesome. Not to mention, you do Unreal engine 5 as well which I was learning before this. Now I can use your videos for both! Thank you SO MUCH for doing these videos even though they don't "blow up" on views, they are extremely helpful for people that are lucky enough to find you and you deserve soooo many more view. I will subscribe and recommend you. Thanks
Thank you so much!! That's a very nice comment and I very much appreciate the support :) I'm still learning Unreal but hopefully I can do tutorials on it in the future!
From my experience, the new input system seems a lot more intuitively designed than the input axis system we're all familiar with, at least in my opinion. If you're reading this and haven't already switched to using the input system, I recommend you do, it saves a pretty good amount of time and frustration.
Can you get the key code of the connected device mapped to specific action programmatically? ex. 'Jump' has 'Space' on KB and 'X' on pad bound. If KB is connected, can the respective Key(space) of the action jump be printed on UI without having a separate implementation?
In the case of this video, you need to specify a binding that you want to override. So, I’d say you could change the script so that it first checks what device is connected, which the player input component sends out an event when the device has been switched, and depending on the device choosing a different binding index. To make it easier for yourself you can assign the first index of each control to the keyboard device, and the second to the controller. If not you’d have to search each action’s bindings to determine what device they correspond with.
@@samyam How do you reference input interactions you made in the input system in your code? I'm incredibly confused about it. Or how to make the inputs correlate with things actually happening.
You add a PlayerInput component and reference that component in your script, and you can access the actions. You can read the values from the actions or subscribe to their events. In my third person shooter video I show how to use the Player Input component and read the input action asset values in code th-cam.com/video/SeBEvM2zMpY/w-d-xo.html
I ripped out InControl from my game and replaced everything with the New Input System... so much better. I spent a lot of time building my configuration screen, but it was nice to see a Logitech Extreme 3D flight stick work out of the box after using my game's configuration screen to bind the joystick's unique inputs to game actions. I also discovered the default input controls I was using for the UI stuff handled the flight stick's joystick for navigating menus, but the trigger was not being used Submit - no problem... I copied the package's default input asset and added the new binding. Did you know you can use multiple assets at the same time? In my case, I segregated the Gamepad, Mouse, Keyboard and Joystick (well, 'everything else') into their own assets and I use them all in my game loop. Saving and loading the custom rebinds is simple. I would like to see better joystick support, and an ability to add more paths to cancel rebinding operations, but so far I am very pleased.
I am not a native English speaker, but I can still understand this video, thanks! Hope you can make some videos for melee fighting game in Input System thanks for your videos
great great vid. thank you always for the precious information. Next video I would love to see is maybe which touch system I should use, e.g. either 'Enhanced Touch' or touch screen in 'New Input System'. I see most of your videos uses 'New Input System' instead of Enhanced Touch. This decision could be crucial decision points for mobile game.
I think the reason they deploy the new input system as a package is that you have to disable the old one when you install the new one. Your project will break if your project is using the old one. That said, I think it's worth upgrading any project that uses the old one.
I’d love to see a video about using the Input manager, local multiplayer and how to reinstantiate players across scenes (say with a character selection screen -> fight scene).
@@samyam I saw this one! Your videos are amazing. My main issue is anything more complex than the most basic implementation of the input manager. How do you keep reinstantiating the player over and over without adding a new player input? If the input managers detects another player input, it assumes it’s a new player. So odd!
Great video as always, thank you so much for this. I've been really hesitating to learn this new input system because of how daunting it is at first, but I'm feeling more motivated now :D The only doubt that I still have though is how to change the bindings in play mode and persist it, so the player is able to change the default bindings to their like. If you could point me out to any resource explaining this, I will be forever grateful hehe
Hey! You can try to do another challenge. It should work for the mouse and touch. If you do click/tap, it has to perform one action (it doesn't matter what), and if you press and move, it has to do another action (like dragging). I've found it not so easy (not straightforward ), but especially to detect "touch up" after the dragging (just the tap is easy).
So if you wanna do longPress for example, you have to register finger down and then start a coroutine to detect longpress and stop the coroutine on finger up is it? I want to longpress but I don't want to make it happen if I keep pressing and moving. So how to do that?
There are aliases in Gamepad for A, South, 'X' (the shape)... the system does recognize Xbox, DualShock, and Switch Pro schemes. I've been working for a couple of weeks on updating my game with this new system, part of my effort was to use different icon fonts, based on what your controller type is. If you have a DualShock, for example, you'll see 'O' instead of 'B' buttons. The new system is very flexible for this, and my code to detect what type of gamepad you are using was very straightforward.
1:46 I don't think anyone has ever jumped with the A key on PlayStation 🤔*bigthonk* Jokes aside, great video. I might give the new input system a try, so far I've always disregarded it as "can't be bothered, probably won't need". Also didn't know about the input debugger!
It’s a great system! Not perfect but so far has great features. I have a video on the Input Debugger if you are interested :) th-cam.com/video/ICh1ZEaVUjc/w-d-xo.html
i dont understand first 2 minues of it because same thing can be done with old input syste too. For example if you use "jump" that mean on keyboad space and on controller A button for example and you can handle them also without going to code just with input manager too. Soo how it is a new feature again? 4:37 that is not objectively better though. I think old system have better control overall. You dont need to fill your update with stuff that bad programming. You can create function for per action and use them in update aka HandleMove, HandeJump
How do you switch action maps and disable control schemes using this method? Switch between maps for player/ui toggle controls and disable control schemes for lets say controller and a keyboard plugged in but I only want the controller to receive input
If you are using the PlayerInput component you can use the function SwitchCurrentActionMap(...) to switch action maps: docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.PlayerInput.html#UnityEngine_InputSystem_PlayerInput_SwitchCurrentActionMap_System_String_ And to use specific control schemes, you can set binding masks to filter between bindings docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindingMask forum.unity.com/threads/how-can-i-set-a-specific-control-scheme-at-runtime.750461/ forum.unity.com/threads/how-to-disable-specific-control-schemes-on-device-change.818886/
Why are some basic features like that (obviously very helpful) not a part of Unity? Unreal Engine gives its users ready controls attached to the player. (Got frustrated and installed Unreal which reminded me that little fact)(then got frustrated with Unreal a day later and uninstalled it)
Yeah that’s one thing Unity can work on making their packages part of the engine without installing extra stuff. Unreal can be pretty frustrating as well 😂 But Unity is working on more tutorials and having more samples ready. They also have a Character Controller component.
I don’t know the exact measurements, but you should have to worry about the performance difference for input, if you are having performance issues it’s probably because of something else in your game. You can always benchmark/profile it to see which one runs faster (the new one might be a bit slower because it’s doing a lot of stuff in the backend, but it makes input so much easier to handle in the long run).
I like more the old input system I found it more easier. I like the if(Input.Get) i found it more easier. The new input system allows this if statements?Btw good tutorials you are making a really good work
You can do that with the new system too! And thank you! docs.unity3d.com/Packages/com.unity.inputsystem@0.9/manual/Migration.html#unityengineinputgetkeyhttpsdocsunity3dcomscriptreferenceinputgetkeyhtml
Hello... Pl help as soon as possible. Tried a 2D game, Find the difference game. Touching d screen on d object it triggered and result correct, and if touched background image it triggers and results wrong. Placed d pointer down. If we touched the object, since the pointer moving towards we touched, it automatically triggers the bg first and then the object. Results - first msg as wrong, immediately correct. How to overcome this. Sonce bg image is 2dboxcollider even if we increase z axis, it collides . Can we directly switch(jump) to the touched point without passing through the bg image area.
how would you implement that wait for for hold that's so common in UI. What I mean by this is: you press down and it goes down one menu entry. But if you hold down it first goes down then after a second it starts going down one element at a time. This behaviour is also useful for grids.
@@samyam hmmm you konw how when in a menu you can't really move ultra fast over the menu entries cause it would become unusable? so instead it has a way to move one entry everytime you push the arrow keys. and if you hold the arrow keys it moves one entry then after a small delay selects the next one , so on and so forth. This is alsousable on tactics games like x-com when you move trough the grid. Basically what the repeater class does in this link: theliquidfire.com/2015/05/24/user-input-controller/
@@ravanin Ah okay I see what you mean. I don't think the input system has direct support for a custom time. The interactions they provide have a hold time and press point but not a delay between a hold. There is a multi tap delay time but that's for tapping multiple times not holding. You'd be best off implementing that with a simple coroutine that gets called when you start pressing down the button and yield wait the amount in seconds before continuing down the menu.
Thanks god, unity is now like unreal 4 that gives you a lot of things ready, it easy the process and acelerate also save you time because you focus on what is important: make an world,stages,make your game..
I have two videos here that may help: How to Set Up an Animator Controller with Sprite Sheets - Unity Tutorial th-cam.com/video/1Ll1fy2EehU/w-d-xo.html Animator Controller Scripting - Unity Tutorial th-cam.com/video/3Ad1wr3qBRw/w-d-xo.html
You can define your own set of default controls, then at runtime users can easily change them. docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/ActionBindings.html#runtime-rebinding Dapper Dino also has a great video showing this m.th-cam.com/video/dUCcZrPhwSo/w-d-xo.html
Hi there, can some one tell me what it means " +=_=> " . I'm not very good in coding and I'm confused about this " +=_=> " I know "+=" which is for subscribing and "-=" when unsubscribe functions . but I don't know about this "+=_=>" !?
it’s an anonymous event handler, so you can extract the parameters of what’s being returned in the event and handle what to do with them, in this case I don’t care about the return value so I put an _ as a placeholder. But be aware it’s not as easy to unsubscribe from this event and it might leak some memory, you would need to hold a variable for the reference to the delegate to unsubscribe. stackoverflow.com/questions/183367/unsubscribe-anonymous-method-in-c-sharp riptutorial.com/csharp/example/335/anonymous-event-handler-declaration
the problem with the new input system is that have 0 customization oute site off the unity editor the other problem the have is the don't support there'd party controllers you if have i there'd party controllers im able to add the there'd party controller i the unity and to set up the button for the specific for those controllers but if Saman use i different controllers for those i have set up in the new input system i will not work at all in the old input in each i will in the windows input method this means i will support ever controller by default because off thos problems i have to create completely new input system that use combination for the old and new input system and to have combination in the old and new Input system in my game in my i want to have bindings system in the order every one to by able to change the default button layout no matter if the play with controller or keyboard and in my opinion to have the option to changes the button layout on controllers is more important for keyboard because like I said earlier each controller have the own way the set up the buttons and on top off that controllers have way lees button for for keyboard keys that means that technically is easier
I was learning to code for some years and then they spring the new input system on us and I felt overwhelmed by it, I didn't even want to take time to learn it, but I decided to give it another chance. You deserve more Subs.
Thank you! Glad you decided to learn it 🙂
1 year later, Is it worth the learning effort? I haven't started learning the system yet And I want to know how it went with you.
The new system has really been a blessing for a beginner game dev like me. Even though some of its syntax seems a bit weird at first. The ability to easily enable / disable different control schemes, which all support multiple input devices, when I need them is just so good!
i learned how to use the new input system via unity events through some tutorials recently and i love it.
it seems confusing at first but now that i get it, it seems so straight forward. i wasn't planning on making my game multi platform but now i don't see any reason not to,
At first it was annoying to set up, but after using it for a week I like it a lot more than the older one.
Dude can I just say that you rock. Easily the best explanation of the new input system by far over any other youtuber. Even Brackeys. I've been binge watching your stuff and it's awesome. Not to mention, you do Unreal engine 5 as well which I was learning before this. Now I can use your videos for both! Thank you SO MUCH for doing these videos even though they don't "blow up" on views, they are extremely helpful for people that are lucky enough to find you and you deserve soooo many more view. I will subscribe and recommend you. Thanks
Thank you so much!! That's a very nice comment and I very much appreciate the support :) I'm still learning Unreal but hopefully I can do tutorials on it in the future!
@@samyam Looking forward to it my friend.
The best tutorial i see in all youtube .
You are one of the best out there, your videos are underrated, keep up the good work!
Thank you so much!
From my experience, the new input system seems a lot more intuitively designed than the input axis system we're all familiar with, at least in my opinion. If you're reading this and haven't already switched to using the input system, I recommend you do, it saves a pretty good amount of time and frustration.
Can you get the key code of the connected device mapped to specific action programmatically? ex. 'Jump' has 'Space' on KB and 'X' on pad bound. If KB is connected, can the respective Key(space) of the action jump be printed on UI without having a separate implementation?
In the case of this video, you need to specify a binding that you want to override. So, I’d say you could change the script so that it first checks what device is connected, which the player input component sends out an event when the device has been switched, and depending on the device choosing a different binding index. To make it easier for yourself you can assign the first index of each control to the keyboard device, and the second to the controller. If not you’d have to search each action’s bindings to determine what device they correspond with.
@@samyam How do you reference input interactions you made in the input system in your code? I'm incredibly confused about it. Or how to make the inputs correlate with things actually happening.
You add a PlayerInput component and reference that component in your script, and you can access the actions. You can read the values from the actions or subscribe to their events. In my third person shooter video I show how to use the Player Input component and read the input action asset values in code
th-cam.com/video/SeBEvM2zMpY/w-d-xo.html
THANKS FOR THIS VIDEO! I never noticed, that the new Input System is so good. I'll never use the old one again!
Yay!!! Glad I helped 😄
Your videos are very helpful and concise. Thank you!
Very good and useful video! I will watch all the others. Thank you!
Awesome video!! So glad I came across your channel. You made a great case here - I'm def gonna jump in and try the new system for the next project.
Great to hear!
Thank you! Glad to hear that it will be worth all the effort.
loved this video, super clear. Nicely done and thank you
Thank you!
Awesome video as always
thank you i finally understand this new input system i just recently came back after a year tho
Great explanation for a new great system! Thanks a lot and keep making videos, you deserve 100k subs ;)
Thank you so much!!
I ripped out InControl from my game and replaced everything with the New Input System... so much better. I spent a lot of time building my configuration screen, but it was nice to see a Logitech Extreme 3D flight stick work out of the box after using my game's configuration screen to bind the joystick's unique inputs to game actions. I also discovered the default input controls I was using for the UI stuff handled the flight stick's joystick for navigating menus, but the trigger was not being used Submit - no problem... I copied the package's default input asset and added the new binding.
Did you know you can use multiple assets at the same time? In my case, I segregated the Gamepad, Mouse, Keyboard and Joystick (well, 'everything else') into their own assets and I use them all in my game loop. Saving and loading the custom rebinds is simple.
I would like to see better joystick support, and an ability to add more paths to cancel rebinding operations, but so far I am very pleased.
video convinced me to at least give it a try, thank u for the very thorough overview of its features
yay!
Thank You! I love your videos
Thanks for the great video!
The content is so complete an useful!
Thank you!
I am not a native English speaker, but I can still understand this video, thanks!
Hope you can make some videos for melee fighting game in Input System
thanks for your videos
great great vid. thank you always for the precious information. Next video I would love to see is maybe which touch system I should use, e.g. either 'Enhanced Touch' or touch screen in 'New Input System'. I see most of your videos uses 'New Input System' instead of Enhanced Touch. This decision could be crucial decision points for mobile game.
Amazing work, thank you
I think the reason they deploy the new input system as a package is that you have to disable the old one when you install the new one. Your project will break if your project is using the old one. That said, I think it's worth upgrading any project that uses the old one.
Hopefully this solves the problem I've been wrestling with on my old input system not connection the "jump" button to its code.
I’d love to see a video about using the Input manager, local multiplayer and how to reinstantiate players across scenes (say with a character selection screen -> fight scene).
I have a video on local multiplayer here:
th-cam.com/video/g_s0y5yFxYg/w-d-xo.html
@@samyam I saw this one! Your videos are amazing. My main issue is anything more complex than the most basic implementation of the input manager. How do you keep reinstantiating the player over and over without adding a new player input? If the input managers detects another player input, it assumes it’s a new player. So odd!
I think you also did a really nice video on a cursor for gamepads in the UI. I was wondering how this could be used for multiple players?
Great video as always, thank you so much for this. I've been really hesitating to learn this new input system because of how daunting it is at first, but I'm feeling more motivated now :D
The only doubt that I still have though is how to change the bindings in play mode and persist it, so the player is able to change the default bindings to their like. If you could point me out to any resource explaining this, I will be forever grateful hehe
Yay! I have a video on that :)
th-cam.com/video/csqVa2Vimao/w-d-xo.html
@samyam Oh my... you are unstoppable hahahaha officially a fan now 😅
Thank you 😄
Hi, do you know how to use the new input system and localization together?
Ok so, there is no any improvements on input latency side? I would definitely switch to new input system for 10 - 20 ms input latency improvements
Isn't it prone to mess up your order of execution? When are those action-delegates called in the gameloop?
Hey! You can try to do another challenge. It should work for the mouse and touch.
If you do click/tap, it has to perform one action (it doesn't matter what), and if you press and move, it has to do another action (like dragging).
I've found it not so easy (not straightforward ), but especially to detect "touch up" after the dragging (just the tap is easy).
I’ve done a swipe detection tutorial which is similar
th-cam.com/video/XUx_QlJpd0M/w-d-xo.html
Is it possible to make my player jump in Unity with the new Input System? If yes, how can I do it?
very nice video. You got a new sub
Thank you!
So if you wanna do longPress for example, you have to register finger down and then start a coroutine to detect longpress and stop the coroutine on finger up is it? I want to longpress but I don't want to make it happen if I keep pressing and moving. So how to do that?
1:50. Minor thing, but the PlayStation doesn't have an A key. You meant X key which is the bottom one out of the 4 colored keys.
Yes! I forgot to add a note about that in the video, i was confusing xbox and ps controllers
I mean, when it comes down to it, they're practically the same thing, so yea.
There are aliases in Gamepad for A, South, 'X' (the shape)... the system does recognize Xbox, DualShock, and Switch Pro schemes. I've been working for a couple of weeks on updating my game with this new system, part of my effort was to use different icon fonts, based on what your controller type is. If you have a DualShock, for example, you'll see 'O' instead of 'B' buttons. The new system is very flexible for this, and my code to detect what type of gamepad you are using was very straightforward.
1:46 I don't think anyone has ever jumped with the A key on PlayStation 🤔*bigthonk*
Jokes aside, great video. I might give the new input system a try, so far I've always disregarded it as "can't be bothered, probably won't need". Also didn't know about the input debugger!
It’s a great system! Not perfect but so far has great features.
I have a video on the Input Debugger if you are interested :)
th-cam.com/video/ICh1ZEaVUjc/w-d-xo.html
i dont understand first 2 minues of it because same thing can be done with old input syste too. For example if you use "jump" that mean on keyboad space and on controller A button for example and you can handle them also without going to code just with input manager too. Soo how it is a new feature again?
4:37 that is not objectively better though. I think old system have better control overall. You dont need to fill your update with stuff that bad programming. You can create function for per action and use them in update aka HandleMove, HandeJump
I wonder if this could be used with an input buffer for fighting and action games...
Yeah you can definitely use this input and create your own input buffer
How do you switch action maps and disable control schemes using this method? Switch between maps for player/ui toggle controls and disable control schemes for lets say controller and a keyboard plugged in but I only want the controller to receive input
If you are using the PlayerInput component you can use the function SwitchCurrentActionMap(...) to switch action maps:
docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.PlayerInput.html#UnityEngine_InputSystem_PlayerInput_SwitchCurrentActionMap_System_String_
And to use specific control schemes, you can set binding masks to filter between bindings
docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.InputActionMap.html#UnityEngine_InputSystem_InputActionMap_bindingMask
forum.unity.com/threads/how-can-i-set-a-specific-control-scheme-at-runtime.750461/
forum.unity.com/threads/how-to-disable-specific-control-schemes-on-device-change.818886/
Why are some basic features like that (obviously very helpful) not a part of Unity? Unreal Engine gives its users ready controls attached to the player. (Got frustrated and installed Unreal which reminded me that little fact)(then got frustrated with Unreal a day later and uninstalled it)
Yeah that’s one thing Unity can work on making their packages part of the engine without installing extra stuff. Unreal can be pretty frustrating as well 😂 But Unity is working on more tutorials and having more samples ready. They also have a Character Controller component.
Ok then what is the more fast way(for better performance )
Using old on or new one?
Plz reply 🙏
I don’t know the exact measurements, but you should have to worry about the performance difference for input, if you are having performance issues it’s probably because of something else in your game. You can always benchmark/profile it to see which one runs faster (the new one might be a bit slower because it’s doing a lot of stuff in the backend, but it makes input so much easier to handle in the long run).
I like more the old input system I found it more easier. I like the if(Input.Get) i found it more easier. The new input system allows this if statements?Btw good tutorials you are making a really good work
You can do that with the new system too! And thank you!
docs.unity3d.com/Packages/com.unity.inputsystem@0.9/manual/Migration.html#unityengineinputgetkeyhttpsdocsunity3dcomscriptreferenceinputgetkeyhtml
@@samyam ty
Hello...
Pl help as soon as possible.
Tried a 2D game,
Find the difference game.
Touching d screen on d object it triggered and result correct, and if touched background image it triggers and results wrong.
Placed d pointer down.
If we touched the object, since the pointer moving towards we touched, it automatically triggers the bg first and then the object.
Results - first msg as wrong, immediately correct.
How to overcome this. Sonce bg image is 2dboxcollider even if we increase z axis, it collides .
Can we directly switch(jump) to the touched point without passing through the bg image area.
I’m not exactly sure what you mean but you can move whatever object you need to directly to your touch input point
I wanted to use the old input system for testing a package, How can I do that?
Edit>Project Settings>Player>Active Input Handling
Switch to either the old one or Both
how would you implement that wait for for hold that's so common in UI. What I mean by this is: you press down and it goes down one menu entry. But if you hold down it first goes down then after a second it starts going down one element at a time.
This behaviour is also useful for grids.
I’m not sure what you mean, but the UI should work the same with the new system, you just need to convert it in the Event System gameobject.
@@samyam hmmm you konw how when in a menu you can't really move ultra fast over the menu entries cause it would become unusable? so instead it has a way to move one entry everytime you push the arrow keys. and if you hold the arrow keys it moves one entry then after a small delay selects the next one , so on and so forth.
This is alsousable on tactics games like x-com when you move trough the grid.
Basically what the repeater class does in this link: theliquidfire.com/2015/05/24/user-input-controller/
@@ravanin Ah okay I see what you mean. I don't think the input system has direct support for a custom time. The interactions they provide have a hold time and press point but not a delay between a hold. There is a multi tap delay time but that's for tapping multiple times not holding. You'd be best off implementing that with a simple coroutine that gets called when you start pressing down the button and yield wait the amount in seconds before continuing down the menu.
Thanks god, unity is now like unreal 4 that gives you a lot of things ready, it easy the process and acelerate also save you time because you focus on what is important: make an world,stages,make your game..
Can you make a tutorial on ECS?
Perhaps in the future! Got a lot of stuff planned for the near term :)
how to use 2d animations with the new inputsystem?
I have two videos here that may help:
How to Set Up an Animator Controller with Sprite Sheets - Unity Tutorial
th-cam.com/video/1Ll1fy2EehU/w-d-xo.html
Animator Controller Scripting - Unity Tutorial
th-cam.com/video/3Ad1wr3qBRw/w-d-xo.html
@@samyam thank you so much
U r amazing 🔥👍
Thank you, I was about to ask this question on Reddit
Oh great, this saves me from having a massive global dictionary attached to everything that can be controlled.
Does it make it any easier to allow players to change the default controls?
You can define your own set of default controls, then at runtime users can easily change them.
docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/ActionBindings.html#runtime-rebinding
Dapper Dino also has a great video showing this m.th-cam.com/video/dUCcZrPhwSo/w-d-xo.html
@@samyam Brilliant - Thanks!
Hi there,
can some one tell me what it means " +=_=> " .
I'm not very good in coding and I'm confused about this " +=_=> "
I know "+=" which is for subscribing and "-=" when unsubscribe functions . but I don't know about this "+=_=>" !?
it’s an anonymous event handler, so you can extract the parameters of what’s being returned in the event and handle what to do with them, in this case I don’t care about the return value so I put an _ as a placeholder. But be aware it’s not as easy to unsubscribe from this event and it might leak some memory, you would need to hold a variable for the reference to the delegate to unsubscribe.
stackoverflow.com/questions/183367/unsubscribe-anonymous-method-in-c-sharp
riptutorial.com/csharp/example/335/anonymous-event-handler-declaration
@@samyam Thank you so much for quick response :)
this link is really helpful to understand "delegates" and "anonymous functions"
the problem with the new input system is that have 0 customization oute site off the unity editor the other problem the have is the don't support there'd party controllers you if have i there'd party controllers im able to add the there'd party controller i the unity and to set up the button for the specific for those controllers but if Saman use i different controllers for those i have set up in the new input system i will not work at all
in the old input in each i will in the windows input method this means i will support ever controller by default
because off thos problems i have to create completely new input system that use combination for the old and new input system and to have combination in the old and new Input system in my game in my i want to have bindings system in the order every one to by able to change the default button layout no matter if the play with controller or keyboard and in my opinion to have the option to changes the button layout on controllers is more important for keyboard because like I said earlier each controller have the own way the set up the buttons and on top off that controllers have way lees button for for keyboard keys that means that technically is easier
Thanks you ....
Nice
samyam you beat poly mars in ai horror game
new input system vs rewired
Sorry I haven’t used Rewired 😔 You can test the new input system out and see if you like it!
@@samyam yea, I will test both
What's a buron?!
no idea
Subway should contact you
Subway? xD Why so
@@samyam cus they should be sending subs your way.
😂😂😂
honestly. It seems like a pain in the butt. I just don't get it...
Buddin
rarely i see a woman that makes games . I wonder how samyam looks in real life ?
I have a video on my channel where I show my face 😳