Hey everyone! To those of you who can't find the package: Unity has moved the "Show Preview Packages". You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages. If you check that box, you should see preview packages in the Package Manager! :-) Stay awesome!
@thanitsakleuangsupornpong24494 жыл бұрын
Anyone please. Should I use Incrontrol from Asset Store or Unity new Input System? Thanks in advance. What is better?
@filgas08924 жыл бұрын
I does not find it, can change by unity version?
@Triarawn4 жыл бұрын
@@filgas0892 You can now find it in Package Manager, under the 'Advanced' tab. Hope this helps!
@filgas08924 жыл бұрын
Triarawn I find it
@pedror14394 жыл бұрын
uhh for me it’s causing errors from my player movement, is it because of the input? i tried deleting the input but I think it destroyed my game
@anthonyroseiro4 жыл бұрын
If you can't select stick : click on Action -> action type -> value, then under it you can select stick. Now you can bind your stick and don't forget to save asset !
@lukascook84774 жыл бұрын
What a pro. This is why I love the internet. Thanks.
@loater3 жыл бұрын
thx dude
@ilovemuffins13373 жыл бұрын
For those wondering, "Action" is located when you press the green icon bar that we named "Move" (dont click the plus). There, it will show "Action" in the same place that binding normally shows
@minibuffness3 жыл бұрын
Thanks, very helpful!
@tageueland3 жыл бұрын
Thank you
@Mattggiano5 жыл бұрын
Only we programmers could be happy to see a cube spinning in an empty space. Thank you so much for the tutorial!
@kevinguiboche23595 жыл бұрын
Lmao
@timgates88854 жыл бұрын
:D
@blossumgames94433 жыл бұрын
I somehow feel happy reading this :3
@JordanMaster-oe9jg3 жыл бұрын
Gamers: This game is so boring Us programmers: It ToOk Me An HoUr To MaKe ThIs
@moonwatchereclipse52913 жыл бұрын
@@JordanMaster-oe9jg lmao
@lAcedUpLiss3 жыл бұрын
My year 1 uni assignment is due and I wanted to use controller input. Thank you so much, this tutorial is a lifesaver! I'm so sad that you retired from YT, hands down my favourite teacher on here.
@PogPenguin4 ай бұрын
hes back baby
@PixelDough5 жыл бұрын
Once I heard you say "allow us to avoid using strings" I immediately fell in love with this new input system. 10/10 tutorial.
@47Mortuus4 жыл бұрын
if (Input.GetKeyDown(KeyCode.Return)) Sorry, i fail to see any strings...................
@PixelDough4 жыл бұрын
47Mortuus sure, yeah, if you’re using straight up keyboard inputs. We’re talking about controller support, which requires using the Input system’s “actions” with axis settings.
@47Mortuus4 жыл бұрын
@@PixelDough I guess so - that what the new system is best at: controller and especially cross-platform support. But even then - I don't see how 10 bytes of garbage per frame (unless you don't have an input manager and actually call Input.GetAxisRaw() form more than one script) has any significance.
@tobihudiat4 жыл бұрын
@@47Mortuus He meant Input.GetAxis("Horizontal") for example
@GameBientStudio4 жыл бұрын
Using movement that way has a really odd behaviour in which the movement of the stick isn't updated every time. Instead, I wrote move = controls.Gameplay.Move.ReadValue(); inside Update() and everything is working absolutely fine now. Hopefully this will help others watching this video. Thanks anyways to the Brackeys team educating me about how the new Input System works!
@JoelAbad4 жыл бұрын
Unity 2019.3.12f1 on MacOS and Xbox One Controller. I wasn't able to select the "Left Stick" option on the Binding Path, only its child (Up, Down, Left, Right). What I did was select any of the child and pressing the small "T" button I changed the text to "/leftStick" and now it works fine.
@Glaas_4 жыл бұрын
Thanks buddy, I was looking for this !
@elirockenbeck69224 жыл бұрын
Sweet! Thank you!
@robert.lafferty4 жыл бұрын
I was looking at another video on how to do multiplayer with this system and they showed exactly how to do it without this workaround. Click on "Move" (for example), change Action Type to "Value", and then change the Control Type to "Stick". Then when you click listen, it'll show up as "Left Stick". Hope this helps! kzbin.info/www/bejne/emnRhnxubbWCi5o
@jacinthdanielmoses36474 жыл бұрын
What I did was was in the parent of the binding I turned the action type to “value” and the control type to “any”
@gabrielserra4 жыл бұрын
LIFESAVER. thank you!
@White_Wolf_Studios_Gaming2 ай бұрын
I was stuck for three hours following other tutorials and documentation. This video worked in one try, thank you!
@kuteninja5 жыл бұрын
Beware when using lambda expressions on non volatile objects, since it's not possible to substract them, unless you save a reference to the lambda you'll create a new one if you write it again which won't be present on the action list.
@scorpion666lair5 жыл бұрын
I totally agree with this
@play4fun5995 жыл бұрын
And what objects are non volatile?
@michaelberna48362 жыл бұрын
@@play4fun599 Hard drives
@MasterofGalaxies46282 жыл бұрын
I'm sure there are at least a few users watching this wondering how to go about setting up multiple unique controllers for co-op/local multiplayer, and keeping any given input asset instance from receiving input data from EVERY SINGLE active device. Having struggled to figure this out myself months ago, especially since I also wanted to make it work with the auto-generated C# class feature as well to take advantage of all the safety features C# provides when working with it, I thought I'd share the solution I came up with, which uses a lesser-talked about feature of the New Input System called Input Users (note that in my example, "InputReference" is the name of the input action asset and by extension the C# class): using UnityEngine.InputSystem; using UnityEngine.InputSystem.Users; public class Player { public readonly InputReference Input; private InputUser User { get; } public Player(params InputDevice[] devices) { Input = new InputReference(); User = InputUser.CreateUserWithoutPairedDevices() User.AssociateActionsWithUser(Input); for (int i = 0; i < devices.Length; i++) InputUser.PerformPairingWithDevice(devices[i], User, i == 0 ? InputUserPairingOptions.UnpairCurrentDevicesFromUser : InputUserPairingOptions.None); } public void Decommission() { User.UnpairDevicesAndRemoveUser(); } } With this class, I could create a unique Player object for each active player. Notice in the constructor that in addition to the input action asset instance, an InputUser is also created, with which the input asset instance is then paired. Once that's done, each input device passed in to the constructor (the params allows for any number, letting me pass in, say, either a single controller, or a keyboard and mouse as a pair), is also paired to the InputUser. Now, the input asset instance will only receive events _from those specific devices_, which lets me register for a specific player's move/jump/whatever as opposed to _every_ player's move/jump/whatever and then needing to figure out which device it originated from. Note there's also a decommissioning method, to clear the user and pairings out if you need to deactivate a player. This will ensure device pairings, input user entries, and other behind-the-scenes things get cleaned up when you no longer need them.
@spotlessapple2 жыл бұрын
Thank you! This solved my issue. Had to make a few small modifications to the original script being used in the video to reference this class, but works like a charm. In my case, I was using xbox controls (hence, XInputController class, see docs on the input system for other supported classes like DualShock). In my case, I named the same class you have above as "UniqueLocalMultiplayer": using UnityEngine.InputSystem; using UnityEngine.InputSystem.XInput; ... ... XInputController xboxInputController = (XInputController)GetComponent().devices[0]; var ulm = new UniqueLocalMultiplayer(xboxInputController); // Declared "input = new InputReference()" in class I copied from you, used lowercase for mine controls = ulm.input; controls.Player.Movement.performed... controls.Player.Movement.canceled... controls.Player.Jump.performed... ...
@Pardaleco2 Жыл бұрын
Hello, is there any way I could talk with you somehow about this solution?
@aktchungrabanio6467 Жыл бұрын
@@Pardaleco2 I'm sorry babe but that can't happen
@cubeflinger4 жыл бұрын
I dont know how I'm going to do this without you.
@noobgamerrd83662 ай бұрын
I had so much trouble to understand the new input system as i have no programming background but this made my day thank you for the very easy to understand tutorial.
@jonteboimakesgames5 жыл бұрын
Thank you soooo much for the tutorial!!!!! I’ve been looking for this for soooo long! Awesome tutorial Brackeys!
@BartintVeld5 жыл бұрын
I always created an InputManager that would fire events when a button was pressed. This completely removes the need to make an InputManager, COOL!
@ram97tabla5 жыл бұрын
Hell ya thank you Brackeys, your smile and positive energy plus great content really keeps me motivated and learning as I learn the ins and outs of Game Development. Thank you so much!
@welltypedwitch5 жыл бұрын
Now what about multiple controllers (a.k.a. couch-coop)?!?
@TheAzuratis5 жыл бұрын
That's the same question I have.
@ZoidbergForPresident5 жыл бұрын
Several ways of doing it: 1 Different actions per player: movePL1, movePL2 or 2 Different actions maps per player: gameplayPL1, gameplayPL2
@TheAzuratis5 жыл бұрын
And how do you differ bedween to two connected Gamepads?
@welltypedwitch5 жыл бұрын
@@ZoidbergForPresident Have you tried that? Itt doesn't seem like you can differentiate between Gamepads.
@synsam123455 жыл бұрын
I would recommend the plug-in Rewired. It also handles different input from different gamepads.
@arcadebox4 жыл бұрын
dude u dont know how much i love your job always very simple to understand even if im not english and the best tuto on youtube THANKS
@robertcohn88584 жыл бұрын
This is an exceptionally well-done tutorial. The content level, step-by-step instructions and subject matter are very clear. Thank you!
@MissAllesmere4045 жыл бұрын
Oh my goodness this is SO much easier than Unity's old system! Can you use this same system to set multiple controller types, that the player can switch between? Such as switching between Keyboard/mouse and Controller, and using a config to set prefered actions to different keys? This could make accessibility access SO much easier to manage!
@AllyG19674 жыл бұрын
Thank, just what we were looking for. This is a great starting point. Next steps for us is to find out how to trigger animations using this method. Walk, Run, Jump, Punch, Kick.
@superzova5 жыл бұрын
THIS is the video I've been waiting for. Thank you!
@Manuel-cm1jg5 жыл бұрын
can you make a multiplayer tutorial for unity 2019?
@brandonlee01155 жыл бұрын
yesyesyesyesyes
@dan-mechanics20145 жыл бұрын
Please
@dedovagency5 жыл бұрын
@@Goferek5 will it?
@gbnp55795 жыл бұрын
@@dedovagency i think its too coplicated to make a tutorial like that
@dedovagency5 жыл бұрын
@@gbnp5579 he's shown how to make FPS multiplayer game, it's not that hard for him to make updated multiplayer tutorial.
@zdvy5 жыл бұрын
Can you make videos were you play games created or suggested by fans and this allows you to give them tips on what they can improve on and what you like about their game. That would be amazing to watch!
@a1be31s8x93 жыл бұрын
TY Brackeys you were a god among youtubers
@afluffycat95225 жыл бұрын
I spent like a month trying to get it to work and now you're here telling me that the new input system makes it easy! DAMN IT Edit: I actually tried to recreate you're ballgame
@MikaelL2 жыл бұрын
Thanks Brackeys for this tutorial🙂
@theloafdude83045 жыл бұрын
seriously. I've waited so long now, finally
@Gooseguy1000-12 жыл бұрын
I’m definitely comfortable with the getkey method of doing inputs but this seems like a great system to switch to for lots of reasons. Thanks Brackeys :)
@abhisheksuper205 жыл бұрын
Been waiting for way too long to get this video. Thanks Brackeys !!
@MSibrava4 жыл бұрын
OMG Thank you! Finally a simple explanation to what I walked into when I imported the new Input System!
@swiftgames53825 жыл бұрын
Excellent! this is what I've been waiting for. Many thanks Brackeys.
@BilalKas2 жыл бұрын
great tutorial, searched for a lot of but this one was by far the best for me
@insertusernamehere81254 жыл бұрын
Thanks! This helped because im making a fun local multiplayer fighting game real quick that I can play with my brother and friends
@huntserston35795 жыл бұрын
Nice! Now I can effectively switch between types of controllers or ways to play!
@fightinggamescombos68204 жыл бұрын
Never paid too much attention but not looking into it deeper it is much better indeed.
@iggythemad87015 жыл бұрын
Hey there Brackeys! First of all: Thank you so much. Your tutorials are helping me a lot in my game dev journey. Second: I've got 2 questions. Why is this better than the old input system? Aaaand... Could you make a tutorial on navigating a UI with a controller? Like an inventory or something. Love youuu
@advaith_313 жыл бұрын
HE LEFT US ;(
@ryanshirvani5 жыл бұрын
good video Brackeys the input for controllers works on lots of platforms thanks.
@mykytamarkianov48705 жыл бұрын
Thank you for this video! Sad... Jason's courses are to expensive for me(((
@Devsplorer3 жыл бұрын
This was very helpful to understand the new Input System 🙌 I really liked using context
@tl98263 жыл бұрын
If you want to move the player on x and z axis, do the following: Change variable "Vector2 move;" to -> "Vector3 move;" The "void Awake()" section will not change, what you need to change is the "void Update()" part: From: Vector2 m = new Vector2(-move.x, move.y) * Time.deltaTime; To: Vector3 m = new Vector3(-move.x, 0, -move.y) * Time.deltaTime; Note that Vector3 takes 3 values(x, y, z). Use 0 in y and use "-move.y" as the z Same as for x move, the minus is to have that "non-inverted" behavior/feeling
@dane49443 жыл бұрын
Whoever you are, you just saved my skin and stopped me from going insane over this Thank You!!
@Radiofloyd3 жыл бұрын
Thank you.
@waynehawkins6543 жыл бұрын
Thank you so much, this was a well demo video. But we are now out of beta. I love to see a updated using the new Player Input and with the Behavior using 'Invoke C Sharp Events'
@michelangelobaroni9384 жыл бұрын
thank you!!! I really appreciate these tutorials! Something things get tricky, yet find errors is much satisfying :) DON'T GIVE UP!!!
@ImInfenix5 жыл бұрын
THANK YOU was looking for it for now a month and wasn't able to find anything interesting allowing me to do what i wanted to
@Xeculus5 жыл бұрын
EXACTLY WHAT I WAS LOOKING FOR! No need to look elsewhere now lol
@noahhildebrandt12985 жыл бұрын
Thank you for the video - I was wondering how this new system was turning out. From first glance, this looks unnecessarily clunky and complicated. I'm happy I invested in Rewired awhile ago - much easier/cleaner syntax and setup, and it handles every controller I've ever tried.
@SlothHuntOnYou5 жыл бұрын
I am on the same, Rewired is good
@krazykase3419 Жыл бұрын
even if this comment is late. thank you brackeys this video helped me learn more about the input system and how to use it
@CarlitoProductions4 жыл бұрын
I'm looking forward to seeing this come out of preview, it reduces spaghetti code so much; need to get used to the syntax, but it makes things so much cleaner
@reprdev2 жыл бұрын
The cool cats of front-end web development refer to "Lamba Expressions" as "Arrow Functions"😎 Great tutorial!
@SwitchStop5 жыл бұрын
Glad to see you’re using the *best* controller in the thumbnail 😁
@nostalgia50315 жыл бұрын
I don’t care about consoles, I only care about how fast it runs
@somnia34235 жыл бұрын
@@nostalgia5031 sowhat? controllers are a pc thing too
@DreadKyller5 жыл бұрын
@@nostalgia5031 many people use controllers on PC as well because the fine control of an analog stick over the either off or on control of buttons like WASD.
@nostalgia50315 жыл бұрын
@@DreadKyller He changed the logo... Lol
@thecrin58432 жыл бұрын
ohhhhh thanks, when I saw all the options that Unity gave to connect a control, with your video I finally managed to understand how to use the Input System library. Unfortunately in my language there was not a good tutorial on how to do this, many games already made with the scripts already made and since I did not have that project they were working with, It was impossible for me to know how the package worked when they used ready-made programs, instead of showing how each command worked. Anyway thanks
@dishdash33145 жыл бұрын
Your almost at 1 mil subs, YOU CAN DO IT :D
@Pavloh5 жыл бұрын
mil no mill yes haha :)
@nostalgia50315 жыл бұрын
So close!!
@nostalgia50315 жыл бұрын
@Auom 120 Swnasiqubulotosife He is at 800-900K
@SplooflagerFun5 жыл бұрын
Man ... I wish you got 10 Millions Subs ! You rock
@WadeStar4 жыл бұрын
11:20 Very important. Remember to enable the damn thing.
@VagrantOfTheWorld4 жыл бұрын
Omg thank you so much you saved my day!!
@WadeStar4 жыл бұрын
@@VagrantOfTheWorld lol, no problem!
@jorge51613 жыл бұрын
Someone give this person a medal
@cesarperalta49593 жыл бұрын
That keyboard sounds so good!
@AhmedA445 жыл бұрын
Thanks, I was really struggling with this today. Right on time
@ilovemuffins13373 жыл бұрын
Hello, welcome from the future! This example only works in the 1.0.0+ version if you call .Enable() on your PlayerControls variable before assigning action callbacks
@GGOOSEO2 жыл бұрын
i spent like 1 day trying to fucking fix this holy shit you saved my game lol
@Mikelica692 жыл бұрын
Thanks Brackeys! 😭😭
@Infinity-dp8cd5 жыл бұрын
Ahah,I tried to find how to make a controller input yesterday at your channel and there is a video today,you are the best!
@dbzlinkinpark994 жыл бұрын
at 15:20 the only reason he has to invert the X axis, is like he said, he has his camra flipped and facing the back of the cube, if it weefacing the front of the cube he wouldn't have to invert th X axis. Small things he probably just forgot while setting up his camera, or did on purpose for the purpose of learning and letting you know if you flipped you camera, invert the axis you flipped your camera by
@faustNebel5 жыл бұрын
Exactly what I was struggling with like 2 weeks ago ! Thanks a lot!
@GenuineXray5 жыл бұрын
Let's show off a black controller on a black background, wearing a black shirt!
@zentergames16225 жыл бұрын
😂
@3333-x8m5 жыл бұрын
What
@Nikko9115 жыл бұрын
well, his name is blackeys for a reason.
@shinadouzake30955 жыл бұрын
hmmmmm
@Adkinsy855 жыл бұрын
PS4 IS BETTER
@lemetamax5 жыл бұрын
I've got one question Brackeys: Do you have telepathic powers? First ragdoll physics, now game controller. The exact series I need to create a realistic humanoid movement script. Thanks!!!!!!!!
@kpredkiewicz5 жыл бұрын
Like, i recently went trough hell making input system for xbo controller, and now you are uploading a tutorial... witch is great, but now i see my life is kinda ironic
@paulogodinho32755 жыл бұрын
I believe you made a conscious decision to use the Lambda Functions there as they add unnecessary complexity, you could just made functions with the Context Parameter. Nice to see the ramp up in complexity on your videos, with shader work and now Lambdas, thank you so much for your videos!
@darkwyvern97965 жыл бұрын
Great tutorial! Do you think you could make a video in the future about multiple gamepads using the new input system?
@Shodan-01013 жыл бұрын
Man I miss them so much!!
@alexfranco20484 жыл бұрын
If you have the issue where wasd works but a joystick doesn't (InvalidOperationException: Cannot read value of type 'float' from control...blah blah error) Use a simple binding for map the joystick. Set the Action to "Pass Through" and " Vector 2". That worked for me
@ASandwall5 жыл бұрын
I saw the gamecube controller on the thumbnail, and I clicked. Does this mean I'm a simple person?
@Rumplestiltzchen4 жыл бұрын
I did the same lol 💪😂👌
@themedievalbrick4 жыл бұрын
I dunno, probably not.
@ddotbuk5 жыл бұрын
I think the explanation of Lambda functions is possibly confusing, it doesn't really explain anonymous parameters and doesn't explain how it can be used in a real sense, other than to ignore the parameters being passed in and 'make it work' for this case. What's wrong with passing the parameter in anyway and just ignoring it? It's easier to read than some complex syntax that could be hard to understand in certain situations.
@gilireeves49562 жыл бұрын
This is such a great video! I love this package; it's so user friendly and easy to implement. It was so easy to update from the old system even after having multiple places where I used it.
@aadityakiran_s4 жыл бұрын
Great video. Too bad that you had to stop. You should in some way get back to it. Thanks.
@intimidate21618 ай бұрын
Great tutorial. Easy to understand.
@otsugua_b21555 жыл бұрын
You are the best ! I have an idea, why not make a tutorial for a fighting game like Tekken or Super Smash Bros ?
@jojo.s5 жыл бұрын
pause at 0:00 btw another great video!
@juniorgoncalves45353 жыл бұрын
Dude, awesome content! Really well explained! Thank's a bunch!
@mlggeek18125 жыл бұрын
Great video as always! I would love it if You could make a video on building a game for console and how to play it on a console.
@54games255 жыл бұрын
The only way to do so is to be a certified dev with that console's company.
@MrJohnweez5 жыл бұрын
I don't think everyone appreciates just how easy it is now to set up a controller or almost any kind!
@michaelderosier35052 жыл бұрын
Quick-Accurate-SimpleTerms! TY
@SonicDash-zi8bf5 жыл бұрын
Can you make a tutorial for water physics? (Mario swimming style) I think you should try to make a water tag for the tutorial as well!
@aquaarmour49245 жыл бұрын
Just slow down the gravity and movement underwater, add force with the press of a button. Too simple for a video. Do the research yourself
@SonicDash-zi8bf5 жыл бұрын
@@aquaarmour4924 Well I'm a bit of a beginner so I need to learn how to make that code.
@dailydrawings5065 жыл бұрын
Well shoot, this input system seems alot better than the old one, I will have to mess around with this one.
@j-t-ogamingblahblah30255 жыл бұрын
once again, brilliant - gonna be so much easier save so much time. thx again mate.
@supapaw4 жыл бұрын
Thank you so much, gotta love a well explained tutorial.
@CoolJosh3k5 жыл бұрын
Designing a remapping/rebinding option menu using this system?
@NestedMango5 жыл бұрын
Thanks for Sharing 😘
@HolidayAtHome3 жыл бұрын
super useful ! Thanks =D
@EricR9715 жыл бұрын
this video is just in time, love you
@Nkkdxn45j4 жыл бұрын
Very useful video as a starting point. I am very new to this (24 hours post Unity install!) but I come to this with a software developer's perspective. So some basic questions: I want to to use whatever controller I find plugged in for drone control. This might be a standard PSx controller etc, but more likely an RC transmitter, might be USB or Wireless connected. These controllers can be configured by the user any which way as to number of channels (stick control, buttons etc) and the ordering of those channels. Some might be inverted, and some appear to give out a signed value (-128 to +127) and some signed (0 to 2047). The point is, you don't know what you might find for any given controller, and the end user therefore has to set all this up for his/her specific controller in a game configuration page - at run time therefore, NOT in some IDE dialogue. Now I notice a lot of setup was done in the input manager IDE dialogue. My question therefore is, where do I find information to get below that to the raw data itself? Basically, what I really want to do is enumerate all controllers installed, and for each one, enumerate all channels they put out, and then read their values as they are manipulated. Connection / disconnection events wiuld be useful but not essential. Sounds pretty simple, but I cannot quite see how/where to do it? Any information available at that level?
@Rumplestiltzchen4 жыл бұрын
for some reason when I do this it gives me an error - Object reference not set to an instance of an object PlayerControls.Initialize () (at Assets/PlayerControls.cs:22)
@FatRogSlim4 жыл бұрын
PlayerControls is the name he gives to his object at the step where he create a new input action. Check the c# file you created at the step "generate c# script". select the name of the class (it looks like how you named the input action) and replace "PlayerControls" by it in your code, and voila
@ManasJoshi3 жыл бұрын
I am getting the same error. I just don't know why this is happening.
@wolfqgamming12195 жыл бұрын
Can you make a video using this for 2 or more controllers too pleaseeeee :'(
@beleventh39985 жыл бұрын
Nice video 😊. I'm wondering though how this will map to the UI event system 🤔
@russellhinkley74495 жыл бұрын
perfect timing!
@myburghroux4 жыл бұрын
Hello. I keep getting this error Assets\Cube.cs(16,18): error CS1061: 'PlayerControls' does not contain a definition for 'Gameplay' and no accessible extension method 'Gameplay' accepting a first argument of type 'PlayerControls' could be found (are you missing a using directive or an assembly reference?)
@myburghroux4 жыл бұрын
nvm, fixed. had to check auto save in the player controls window
@xinerayt4 жыл бұрын
thanks man, that solved my issue
@allecksy82615 жыл бұрын
Can you please make a video to explain the new multiplayer system of unity 2019
@juschu855 жыл бұрын
When you use a lambda function as callback you don't need the Grow function anymore. You're using a function just to call a function that has a single line of code instead of putting that single line of code directly into the lambda function. Using a labda function to call another function defies the whole concept of lambda functions.
@elpainto15 жыл бұрын
I think in this case you'd be right, but the idea seems to be that you can call a function of you have something a bit more complex than a single line
@philunityunreal72284 жыл бұрын
This is best tutorial i have ever seen for teaching Gamepad in Unity. However, I have s small question: I am currently developing a PC game and I just did the input from the keyboard. Is there a way to adapt this into GamePad? This tutorial seems to be good for making a game from scrash but not to pit in GamePad what it is already done in keyboard. Thanks for your attention. Greetings.
@bersanguzel22632 жыл бұрын
If you have an error smae to me; 'The 32-bit Windows player is not currently supported by the Input System. HID input will not work in the player. Please use x86_64, if possible.', Go to main screen Go to upper left on screen File>Build Settings...>Architecture x86 to x86_64 . That works for me, I hope work for you :)
@gregoryfenn14625 жыл бұрын
It would be useful if this video showed the ActionMap C# script, or at least where it’s located. It’s a little confusing to see the inspector magically know what action maps and actions to suggest when configuring controls
@blastergames78672 жыл бұрын
In case you couldn't access to the action map from code, just click save asset from the input action window
@LaLegionNoir4 жыл бұрын
Hi Guys, just to inform you that you video is probably outdated already, you chould check the new version of the Input System. Btw, thx for this video, it's awesome !!!!
@zillionradzy4 жыл бұрын
Hey Brackeys, I have a ps4 controller but I have a problem. Where you put a function for the left stick and the right stick, I made one for LS (left stick) left and LF right and you get the point. Why did I do it? Because Unity wouldn’t let me pick “leftStick [Gamepad]” Can you please help me? Thanks
@eli_7773 жыл бұрын
Just select any of the child and press the small "T" button and change the text to "/leftStick"