Комментарии:
Is it possible to make my player jump in Unity with the new Input System? If yes, how can I do it?
ОтветитьOk 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
ОтветитьI 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
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 "+=_=>" !?
Your videos are very helpful and concise. Thank you!
Ответитьgreat 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.
ОтветитьHopefully this solves the problem I've been wrestling with on my old input system not connection the "jump" button to its code.
ОтветитьVery good and useful video! I will watch all the others. Thank you!
ОтветитьI’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).
ОтветитьIsn't it prone to mess up your order of execution? When are those action-delegates called in the gameloop?
ОтветитьTHANKS FOR THIS VIDEO! I never noticed, that the new Input System is so good. I'll never use the old one again!
Ответитьhonestly. It seems like a pain in the butt. I just don't get it...
ОтветитьSo 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?
ОтветитьWhat's a buron?!
Ответитьvideo convinced me to at least give it a try, thank u for the very thorough overview of its features
Ответитьvery nice video. You got a new sub
ОтветитьI wanted to use the old input system for testing a package, How can I do that?
ОтветитьOk then what is the more fast way(for better performance )
Using old on or new one?
Plz reply 🙏
Bullshit, waste of time, nonsense, these are words that have nothing to do with your videos. THANK YOU!
Ответитьthe 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
Thank you, well explained
ОтветитьAwesome 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.
ОтветитьGreat explanation for a new great system! Thanks a lot and keep making videos, you deserve 100k subs ;)
ОтветитьI wonder if this could be used with an input buffer for fighting and action games...
ОтветитьBuddin
ОтветитьThe content is so complete an useful!
ОтветитьThanks for the great video!
ОтветитьYou are one of the best out there, your videos are underrated, keep up the good work!
ОтветитьSubway should contact you
Ответитьthank you i finally understand this new input system i just recently came back after a year tho
ОтветитьGreat 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
loved this video, super clear. Nicely done and thank you
ОтветитьI 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.
Ответитьnew input system vs rewired
Ответитьhow to use 2d animations with the new inputsystem?
ОтветитьI 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.
ОтветитьHow 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
ОтветитьKeep posting more contents. Awesome
ОтветитьHey! 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).
Can you make a tutorial on ECS?
ОтветитьHello...
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.
Thank You! I love your videos
ОтветитьAmazing work, thank you
ОтветитьOh great, this saves me from having a massive global dictionary attached to everything that can be controlled.
Ответитьrarely i see a woman that makes games . I wonder how samyam looks in real life ?
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