i love these tutorial vids, at least one of them will always be some random area i didnt give enough attention thanks for these dude, good luck on the game
my code is exactly like the one at 4:13, but I keep getting this compiler error: "Assets\Scripts\Managers\GameInput.cs(73,39): error CS0428: Cannot convert method group 'WasReleasedThisFrame' to non-delegate type 'bool'. Did you intend to invoke the method?" EDIT: I fixed it, turns out I was missing the brackets in 'WasReleasedThisFrame()', lol
the new input system use UnityEvents also... more expensive but more straigh foward... are you using pure Csharp class to generat the Action ? and the AtionMap?I think the new intpu system can be anighter for UI , without no planning.
Great tutorial, had a question. With that menu system in place, how would you code it so that by pressing lets say the start button on the gamepad it will trigger the pause menu?
Great video ! Thanks ! I'm having a question though. I'm using Rewired, and I'd like to be able to navigate through my buttons not only with the joystick but with the D-Pad too. How can I do that ?
Thanks for that great tutorial ! At the moment, to click on a button with the Gamepad I need to press the south button. But I would like to change that to the east button. How do I do that ?
Getting controller input just fine and being able to open the menu on controller, keyboard menu opening is not working at all for some reason, works perfect on controller and not at all on keyboard, any advice?
I gotta learn Unity. I'm currently making a game in SpriteKit and there's nothing that I know of built in like this. My menu system is completely custom made.
Something about the InputManager wasn't working on my end. For one, it didn't seem to recognize the function WasPressedThisFrame(). When I tried alternatives like using .triggered, it still didn't seem to pick up on the input. I'm guessing either my input manager package is configured incorrectly or I configured the particular input wrong (it was just the E key on the keyboard)
I found it why it wasn't picking up on my input. At about 3:00, you add the different control schemes. I didn't add anything to the List in this window (accessed by pressing the + button)
@@hi_its_stephen For me I switched from the old input to the new input as part of this tutorial. Under Edit > Project Settings > Player > Input Handling I had "Both" but needed to switch to just the new Input System
I am happy cuz I have a working cool menu now, but I am also sad because he coded like 12 different things that I have no clue on. Felt like a mf'ing scribe instead of developer after this vid
This is obviously a great tutorial but -- If we are being honest, Unity love to pretend like you aren't creating a video game by requiring this much setup to literally interact with a single menu.
i love these tutorial vids, at least one of them will always be some random area i didnt give enough attention
thanks for these dude, good luck on the game
Great vid with great info, thank you man!
Awesome tutorial man, the notification came right when I was going to start creating the pause menu for my game
Glad I could help, That's awesome!
Would love to see a follow up video on key rebinding with the new input system.
done ;)
Dude you explain so well, and your code is just beutiful hahahaha
Awesome Tutorial! Thank you sooo much!
Great Tutorial! Very well explained
Thank you so much. I watched this in 18.June.2024 and you can still use it.
Thank you so much, this was really good
my code is exactly like the one at 4:13, but I keep getting this compiler error:
"Assets\Scripts\Managers\GameInput.cs(73,39): error CS0428: Cannot convert method group 'WasReleasedThisFrame' to non-delegate type 'bool'. Did you intend to invoke the method?"
EDIT: I fixed it, turns out I was missing the brackets in 'WasReleasedThisFrame()', lol
the new input system use UnityEvents also... more expensive but more straigh foward... are you using pure Csharp class to generat the Action ? and the AtionMap?I think the new intpu system can be anighter for UI , without no planning.
Astounding!!!! ^^ thank you so much!
Literally just what I needed.
Thank you for this, super quick and helpful!
Great tutorial, had a question. With that menu system in place, how would you code it so that by pressing lets say the start button on the gamepad it will trigger the pause menu?
So good stuff!
You just come in your time , tnx
Great video ! Thanks !
I'm having a question though. I'm using Rewired, and I'd like to be able to navigate through my buttons not only with the joystick but with the D-Pad too. How can I do that ?
Amazing! Thanks a lot!
Super useful thank you
Thanks for that great tutorial !
At the moment, to click on a button with the Gamepad I need to press the south button.
But I would like to change that to the east button.
How do I do that ?
Great tutorial
absolutely stonking video
Another home run!
😊😊
when the controller highlighting the button if i bring mouse to another button its also highlighted how to fix this
Getting controller input just fine and being able to open the menu on controller, keyboard menu opening is not working at all for some reason, works perfect on controller and not at all on keyboard, any advice?
the opposite is happening to me rn...did you fix it?
I gotta learn Unity. I'm currently making a game in SpriteKit and there's nothing that I know of built in like this. My menu system is completely custom made.
Something about the InputManager wasn't working on my end. For one, it didn't seem to recognize the function WasPressedThisFrame(). When I tried alternatives like using .triggered, it still didn't seem to pick up on the input. I'm guessing either my input manager package is configured incorrectly or I configured the particular input wrong (it was just the E key on the keyboard)
I found it why it wasn't picking up on my input. At about 3:00, you add the different control schemes. I didn't add anything to the List in this window (accessed by pressing the + button)
@BADGRAPHIX Dang it's not detecting my input but I did add a control scheme
@@hi_its_stephen
For me I switched from the old input to the new input as part of this tutorial. Under Edit > Project Settings > Player > Input Handling I had "Both" but needed to switch to just the new Input System
Thanks Boss :)
I am happy cuz I have a working cool menu now, but I am also sad because he coded like 12 different things that I have no clue on. Felt like a mf'ing scribe instead of developer after this vid
This is obviously a great tutorial but -- If we are being honest, Unity love to pretend like you aren't creating a video game by requiring this much setup to literally interact with a single menu.
second
First