#The component No it’s enabled in the
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okay so on the editor (if you are using the new input system) it will be checked on saying that it is enabled. However, you still have to enable it through code
yes you HAVE to enable it by code
and make sure to disable it when you are not using it
I’ve never had to do that before. How do I do it?
I think this video can help you out https://www.youtube.com/watch?v=YHC-6I_LSos
Unity's new input system is event-based plus it handles keyboard mouse and gamepads easily and quickly. The video looks at action maps, actions, bindings, action types, interactions, and processors. Which can be used to dial in the controls for a Unity project. The system can broadcast messages, use Unity events, or best of all use C# events whi...
at 10:20 is where he starts talking about how to set it up so that it works
i figured it out on my own, thanks. Can I have multiple enabled?
yes
I have one control mapping for "Player" for my player, and "Meta controls" for pausing the game. Enabling meta controls seems to disable my player?
well my knowledge of the system pretty much ends at around this area. What I would do is, add an Action for Pausing game/opening some menu in your "Player". And then have another map that lets you do your UI stuff and in there have a button that changes the map back to the "player"
ok, thanks