#Advices before diving into InputSystem for my game

1 messages · Page 1 of 1 (latest)

vast vortex
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Hello! I'm a bit new with InputSystem. I'm currently studying the asset by making extremely small test and confronting them with the package samples.

I have this task with my friends to study and come up with a good and extendible approach on how to handle inputs within our game.
It is a fast paced strategy grid based game.
If anyone is willing to give me tips before diving straight in I would love it.
For the UI I think the standard map from the package is ok.

For controller and mouse the thing gets a bit weirder since wasd and dpad should move you around the grid. But mouse and analog would let you navigate with more freedom around the map and I'm a bit confused on this

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Thanks for any upcoming feedback blushie

woeful lantern
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My advice is to make sure you know how delegates work before doing anything with InputSystem

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Also, some tutorials tell you to name your InputActionAsset file “PlayerInput”. InputSystem automatically generates a class with the same name as that file, which effectively causes it to overwrite any class with the same name. PlayerInput is already the name of a class (that you use with InputSystem lol). So do NOT name your InputAction assets PlayerInput.