Why did you remove the colors from the Inputs Editor windows? Is was easier to identify the Actions and Binds when you have to expand many things at the same time
For mobile, virtual buttons are a subpar hack. Anything mobile-specific like swipe, zoom, multi-touch etc. is not implemented out of the box anyways. Yet, the overhead of multiple abstraction layers of the new system is relatively expensive.
Does it have a performance overhead on low end or mobile devices? Is it because of the abstraction? I think this showcase is way more intuitive than last time I tried the new Input System
The old input system isn’t burstable either though is it? It’s usually best practice to split out the input gathering into its own system and assign to some component data anyway so it’s really not that big of a problem.
The new input system is a joke and can only work well with very specific projects. The mobile input compatibility is lacking, non gaming projects in unity have absolutely no need for it, AR/VR projects too. All the new stuff coming to unity are just straight up weird.
Finally, the simplest version of the new Input System tutorial! Thanks a lot. I would like to see this guy do tutorial more.
I literally just decided to give the "new" Input System another chance, can't believe you uploaded a new tutorial/ demo right on the same day
If you are doing a presentation, please switch to a white theme, because the black theme is not clear at all
about damn time they fixed the input system. the previous one caused a rewrite of the input system for android from scratch.
I hope Unity can become easier and easier to learn, so that more game developers can make money.
Why did you remove the colors from the Inputs Editor windows? Is was easier to identify the Actions and Binds when you have to expand many things at the same time
What about mobile gestures like swipe and pinch?
What have you done to football manager , Unity ??
For mobile, virtual buttons are a subpar hack.
Anything mobile-specific like swipe, zoom, multi-touch etc. is not implemented out of the box anyways. Yet, the overhead of multiple abstraction layers of the new system is relatively expensive.
Can someone please post the link to the code used in the demoes. Thanks.
anybody here does come to face the performance problem with the new input system????
Does it have a performance overhead on low end or mobile devices? Is it because of the abstraction? I think this showcase is way more intuitive than last time I tried the new Input System
Some games of this unity studio got abandoned from 6 years ago like angry neighbor,galaxy and other...
Tell how to make new Account in Cursed House Multiplayer GMM
Tried it with DOTS, not burst compatible, guess I'll stick with the old Input system when working with ECS.
The old input system isn’t burstable either though is it? It’s usually best practice to split out the input gathering into its own system and assign to some component data anyway so it’s really not that big of a problem.
Fix the demo code, having to copy paste your code and fix the bugs is super annoying.
Yo
Your input system causes my AR Project not to have any input whatsoever.
The new input system is a joke and can only work well with very specific projects. The mobile input compatibility is lacking, non gaming projects in unity have absolutely no need for it, AR/VR projects too. All the new stuff coming to unity are just straight up weird.