#The component No it’s enabled in the

1 messages · Page 1 of 1 (latest)

abstract depot
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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

nova sandal
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Really? And yes I am using the new input system

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It was enabled by itself before.

abstract depot
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yes you HAVE to enable it by code

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and make sure to disable it when you are not using it

nova sandal
abstract depot
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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...

▶ Play video
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at 10:20 is where he starts talking about how to set it up so that it works

nova sandal
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i figured it out on my own, thanks. Can I have multiple enabled?

abstract depot
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yes

nova sandal
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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?

abstract depot
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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"

nova sandal
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ok, thanks