I spent the last 3 days watching different hour-long tutorials that went incredibly in-depth and had me writing 30-ish lines of code, and here you were the whole time with "Unity already does this for you." Thank you.
i hate those tutorials that go way too in-depth for a simple problem with a simple solution. Spending an hour writing code that already exists doesnt make you smart.
As far as I can tell, this is the best input system tutorial on the internet. I can't tell you how many videos I've watched, and how many guides I've read, and I didn't know about the "Create Actions" button OR the Generate C# class checkbox. Thank you so much for this video.
1:48 Correction: you can use either one or both input systems (old and new) together if you want to. To choose from which input system to use, go to Edit -> Project Settings -> Player -> Other settings -> Configuration -> Active Input Handling. From the drop-down, either select new or old or both.
I KNOW THIS IS OLD, BUT I'M DOING A COLLEGE PROJECT THAT'S DUE IN 2 DAYS, I SWITCHED TO THE NEW INPUT SYSTEM AND HAD 0 IDEA OF HOW TO USE IT AND THOUGHT THAT I WAS GOING TO GO NO SLEEP FOR 2 DAYS TRYING TO LEARN IT BECAUSE I THOUGHT THAT WAS NO WAY OF RETURNING TO THE OLD ONE. I LOVE YOU, CAN I GIVE U A HUG?!
@@BMoDev Do you end up cutting out a lot of "digressions"? Like if you want to get your video under a certain time, do you usually end up cutting out a lot of what you said in the recordings? So you can be concise and to-the-point with your videos. If so, how much is cut out? Like if it wasn't cut out, would the video be 20 minutes long instead? I ask because I also think you did a good job at packing a lot of info into 10 minutes. And I wish I could do the same :P
@@Andrew90046zero I keep probably 95% of what I record, I just trim whenever theres a long gap between 1 sentence to the next.. Every video I try to get better at doing it in 1 take so I can edit faster haha
@@BMoDev Totally agree with that last bit. I want to be able to make simple and straightforward tutorials about topics that I don't see being talked about too much already on youtube, or add a new perspective to a common topic. But I don't want to overwhelm viewers with extra unnecesary info.
Using Unities Input System Method #1: 1:13 --- 6:09 Using Unities Input System Method #2: 6:09 --- 9:31 This is for the people that already watch the video but need to go back to one of the methods. If you need more context, then just watch the full video.
Migrating from the old system was a many days gaddamn nightmare! So. Just pay clear attention, follow the instructions and even rewind, you can then experiment with other settings gradually. Don't confuse yourself with other tutorials, despite the quicker diction, this is the best of the best starting point for newbies with this new beast. Many thanks to the author!
@@FictitiousCtrlGames Sorry for the late reply, for singleplayer I don't see any issues, but for multiplayer I can confirm setting up more than 2 players is a PAIN in the old one.
In my opinion, one of the best things about this tutorial is that you take the time to talk about the little roadblocks like "why can't I see this plugin listed?" or "Why is autocomplete not working for Input in my code editor?"
Just wanted to agree that this is the most concise and impactful video I've seen on this. Watched 6 or 7 others and even if they were 30m+ long they didn't provide as much true value as this one. Really solid work.
I have always postponed the task of switching to the new input system for my new and on-going projects, because I was well accustomed to the old ways. Never touch a running system, ey? Well, after watching this, I did change a running system and the transition went smoothly. And after the switch I have been asking myself, why didn't I do it sooner! Thanks mate!
You explained this way way way better and simpler than Unity's own tutorial and documentation. Unity says that there is now way to 1:1 implement reading axis like with the old input system, having you require to use callback when triggering the input action event. But you clearly show that there is a 1:1 solution....
After watching what I thought was how to use the new system and getting rather upset that everything stopped working, I came across your video and in less than 10 minutes you clarified (simply) the error of my ways. Thanks !!
I watched and read at least 3 or 4 different tutorials on the new Input System, even Brackeys video. Yours explained it the best, as well as giving many other different ways of going about it. You kept it simple and to the point, Subbed!
Yeah you're absolutely right, its got a good chunk of overhead pains... but once its setup it can keep your code pretty clean. I still use the old system for most of my projects, but if I was making a commercial game I'd use the new system , personally.
I was having such a hard time with this because of different videos using different techniques and assuming I knew some things I didn't! This video was great, thank you so much!
This is short but in many ways more informative than many tutorials on the subject that go through all types of ways to use them, then explain why not to use them, only to then graze the preferred method. Thank you, this was extremely helpful!
Hey Brendan! We went to school together; fancy running into you here! I didn't even know Unity had this new input system until I needed it today, so thank you for the great tutorial! Hope you are well!
Hey haha, awesome seeing a comment from you! Yeah the input system is kinda wonky honestly and has a learning curve, but gets pretty handy once you figure it out. Same back to you, hope all is well!
I literally started exploring the new system last night and was hoping you'd post something. I feel like I manifested this video with my powerful psychic energy.
Just have to say this has to be one of the best and simplest explanations of the new system, you did the community a great service. I'm now subscribed!
Thanks man, I used the new input system before, but forgot most of it. It is so hidden (like many useful things in unity) It is really nice to use, well worth it (also Unities own documentation is awful for most things, they could have explained everything in a few paragraphs but instead they are like "download our example lol")
I don't want a simpler way of doing this. I want to use the action maps. Why isn't there a normal tutorial that does this. Everyone always the easiest path of least resistance tutorials without teaching us how to actually use the tools given.
I wish the parts where you "updated" the code were redone so I could understand what was going on. As someone starting fresh, i didn't have this code to "update" ssooooo, it made it harder to follow along than it needed to be. :P
I just wasted 3 days trying to use the new input system. I think it is going the right way but i stumbled on so many problems that i gave up and fallback on the good old reliable Rewired system. For 45$, it took me a day and everything is up and running.
Just came here after being overloaded by info on CodeMonkey's tutorial (ua-cam.com/video/Yjee_e4fICc/v-deo.html) You really condensed the tutorial to what I wanted to know: how to access the inputs themselves for a project. CodeMonkey did a nice job going in depth, but at 40 minutes of video and awkwardly complicated segments; I was lost by the end of it and didn't know how to get his workflow to work for my project. Here you were straight to the point, and I applaud you for it.
Thanks for sharing. Although you explained it short and understandable manner, new input system is way more complicated and I’m afraid to make transition to new system. Just a simple tip: instead of enabling/disabling, you can make gameobjects to child to other gameobjects so it will be disabled automatically
IS IT GONNA BE CREEPY IF I SAY I LOVE YOU SO MUCH 😭 BECAUSE I WATCHED OTHER PEOPLE AND THEY WERE CONFUSING IS ONLY YOUR WAY THAT WORKED FOR ME THANKS SO MUCH, I REALLY MEAN IT 😭
You are an absolute lifesaver! I have been looking everywhere for a simple tutorial on this, and all the others were so complicated, and this was easy. Thank you.
That was great, up until now, all Ive ever seen on the Inputsystem is massive tutors on setting it up, and then when the button press's happen going back to the editor and using the events system, this seems like a much better way to do it, at least for me, I prefer to keep all the coding stuff, in code, not split between the editor and the code.
Thanks! I think it can be tricky to wrap your head around, but its nice when you get it setup. It can also be used in a variety of ways, but I also prefer to stick to code
@@BMoDev That style of Input system has been in Godot since the start I think, and it has lured me away to check it out, because unity seemed too complex, and GMS2 was pretty basic,
THANK YOU. I added Input System 1.3 and was trying to figure out why the UnityEngine.InputSystem directive wasn't appearing anymore. Unity can be such a pain to work with sometimes.
understanding the new unity input system gave me a f*cking stroke, but your video was pretty clear. It just sucks that the new system uses so many lines of code compared to the old one lol
Nice Video. What is the reason to add the OnDisable() section for the controls? Most of the videos I've seen just say you only need the OnEnable part and not also the disable. Curious if there's a particular case I haven't run into yet there.
I absolutely despise the new input system. Unity is just trying to get us farther away from actually coding, but coding your own controls is actually a LOT simpler than this spaghetti nonsense you have to go through.
If I want to make a lot of controls that are like "If X button is held while Y is pressed" and "If Z is pressed but Q is not held" is it better to use the old input system since it lends itself to if statements more naturally? Or should I still aim to use the new system?
I'm a noob still but I think the new system would be better for that case. There are "button press with single modifier" and "button press with two modifiers" options built into bindings. Someone more experienced may be able to chime in and clarify tho.
I spent the last 3 days watching different hour-long tutorials that went incredibly in-depth and had me writing 30-ish lines of code, and here you were the whole time with "Unity already does this for you."
Thank you.
i hate those tutorials that go way too in-depth for a simple problem with a simple solution. Spending an hour writing code that already exists doesnt make you smart.
Im here because none of those other tutorials worked for me.
As far as I can tell, this is the best input system tutorial on the internet. I can't tell you how many videos I've watched, and how many guides I've read, and I didn't know about the "Create Actions" button OR the Generate C# class checkbox. Thank you so much for this video.
Appreciate that, hope it helps!
1:48 Correction: you can use either one or both input systems (old and new) together if you want to. To choose from which input system to use, go to Edit -> Project Settings -> Player -> Other settings -> Configuration -> Active Input Handling. From the drop-down, either select new or old or both.
Good call!
doesn't work for me
I KNOW THIS IS OLD, BUT I'M DOING A COLLEGE PROJECT THAT'S DUE IN 2 DAYS, I SWITCHED TO THE NEW INPUT SYSTEM AND HAD 0 IDEA OF HOW TO USE IT AND THOUGHT THAT I WAS GOING TO GO NO SLEEP FOR 2 DAYS TRYING TO LEARN IT BECAUSE I THOUGHT THAT WAS NO WAY OF RETURNING TO THE OLD ONE. I LOVE YOU, CAN I GIVE U A HUG?!
YOU ARE A LEGEND FOR THIS!!!!
OMG THANK YOU!!!!
Lmao I never knew people could actually make short bite-sized tutorials and still have so much value. Jeez man, you raised my standards. Keep it up!
Appreciate that 🙏
@@BMoDev Do you end up cutting out a lot of "digressions"? Like if you want to get your video under a certain time, do you usually end up cutting out a lot of what you said in the recordings? So you can be concise and to-the-point with your videos.
If so, how much is cut out? Like if it wasn't cut out, would the video be 20 minutes long instead?
I ask because I also think you did a good job at packing a lot of info into 10 minutes. And I wish I could do the same :P
@@Andrew90046zero I keep probably 95% of what I record, I just trim whenever theres a long gap between 1 sentence to the next..
Every video I try to get better at doing it in 1 take so I can edit faster haha
@@BMoDev Totally agree with that last bit. I want to be able to make simple and straightforward tutorials about topics that I don't see being talked about too much already on youtube, or add a new perspective to a common topic.
But I don't want to overwhelm viewers with extra unnecesary info.
Using Unities Input System Method #1: 1:13 --- 6:09
Using Unities Input System Method #2: 6:09 --- 9:31
This is for the people that already watch the video
but need to go back to one of the methods. If you
need more context, then just watch the full video.
Migrating from the old system was a many days gaddamn nightmare! So. Just pay clear attention, follow the instructions and even rewind, you can then experiment with other settings gradually. Don't confuse yourself with other tutorials, despite the quicker diction, this is the best of the best starting point for newbies with this new beast. Many thanks to the author!
Can you tell me what some of the problems are with using the default input system?
@@FictitiousCtrlGames Sorry for the late reply, for singleplayer I don't see any issues, but for multiplayer I can confirm setting up more than 2 players is a PAIN in the old one.
In my opinion, one of the best things about this tutorial is that you take the time to talk about the little roadblocks like "why can't I see this plugin listed?" or "Why is autocomplete not working for Input in my code editor?"
Just wanted to agree that this is the most concise and impactful video I've seen on this. Watched 6 or 7 others and even if they were 30m+ long they didn't provide as much true value as this one. Really solid work.
I have always postponed the task of switching to the new input system for my new and on-going projects, because I was well accustomed to the old ways. Never touch a running system, ey? Well, after watching this, I did change a running system and the transition went smoothly. And after the switch I have been asking myself, why didn't I do it sooner! Thanks mate!
You explained this way way way better and simpler than Unity's own tutorial and documentation. Unity says that there is now way to 1:1 implement reading axis like with the old input system, having you require to use callback when triggering the input action event.
But you clearly show that there is a 1:1 solution....
Searched for "unity input system".
This is first on the list.
Thank you and have a good one.
After watching what I thought was how to use the new system and getting rather upset that everything stopped working, I came across your video and in less than 10 minutes you clarified (simply) the error of my ways. Thanks !!
I watched and read at least 3 or 4 different tutorials on the new Input System, even Brackeys video. Yours explained it the best, as well as giving many other different ways of going about it. You kept it simple and to the point, Subbed!
That's way more complicated for someone starting out than the old way. A lot of arbitrary boiler plate code
Yeah you're absolutely right, its got a good chunk of overhead pains... but once its setup it can keep your code pretty clean. I still use the old system for most of my projects, but if I was making a commercial game I'd use the new system , personally.
Exactly. I'm creating my first _big_ game and after one sleepless night I decided to stick with the old input system.
@@Andredy89 how your project has been going well
I was having such a hard time with this because of different videos using different techniques and assuming I knew some things I didn't! This video was great, thank you so much!
This is short but in many ways more informative than many tutorials on the subject that go through all types of ways to use them, then explain why not to use them, only to then graze the preferred method.
Thank you, this was extremely helpful!
Hey Brendan! We went to school together; fancy running into you here! I didn't even know Unity had this new input system until I needed it today, so thank you for the great tutorial! Hope you are well!
Hey haha, awesome seeing a comment from you! Yeah the input system is kinda wonky honestly and has a learning curve, but gets pretty handy once you figure it out. Same back to you, hope all is well!
this is the most convoluted way for the new input system Ive seen from multiple tutorials
I literally started exploring the new system last night and was hoping you'd post something. I feel like I manifested this video with my powerful psychic energy.
I sensed something was wrong
Thanks unity for making something simple far more complicated.
Would love to see a tutorial from you on a rebinding system for the new input system, this video was a life saver!
Just have to say this has to be one of the best and simplest explanations of the new system, you did the community a great service. I'm now subscribed!
Still the best input system tutorial on youtube
Thanks man, I used the new input system before, but forgot most of it. It is so hidden (like many useful things in unity)
It is really nice to use, well worth it (also Unities own documentation is awful for most things, they could have explained everything in a few paragraphs but instead they are like "download our example lol")
Smooth ending! Thanks for this awesome content.
I spent hours trying to figure this stuff out and your tutorial just does it with a couple of lines
Thank you for this, every other video I found made everything seem overly complicated just to detect input.
Thank you! I watched like over 9000 videos and just couldn't figure it out but you made it simple and effective!
ITS OVER 9000
THANKYOUTHANKYOUTHANKYOOOUUU Only person in this jungle of convoluted tutorials that explained it :')
Great video:) simple, short and easy to understand, well done!
I don't want a simpler way of doing this. I want to use the action maps. Why isn't there a normal tutorial that does this. Everyone always the easiest path of least resistance tutorials without teaching us how to actually use the tools given.
I'm in late but that's a great tutorial and I hope you don't stop doing it 😁
Woah clicking the subscribed button worked! I’ll be using the generate script version from now on ty
I wish the parts where you "updated" the code were redone so I could understand what was going on. As someone starting fresh, i didn't have this code to "update" ssooooo, it made it harder to follow along than it needed to be. :P
Perfect, love your implementation. Thank you.
ok, I have watched multiple input action videos and this is the one I was able to understand
I just wasted 3 days trying to use the new input system. I think it is going the right way but i stumbled on so many problems that i gave up and fallback on the good old reliable Rewired system. For 45$, it took me a day and everything is up and running.
Admittedly it uses the advanced programming concepts of delegates and events but nothing a little practice can't fix.
no doubt
this is what I looked for to understand. Thanks bro
Your video is so helpful and easy to understand. I like how direct you are. Cheers
This is great. Straight forward and what I wanted to see
Maybe the best tutorial above the imput system, easy to understand, thanks matte, and i have subs the channel because that end line on the video :D
I like the last part where we keep clicking and subscribe your channel
Hi, do you have a moment to talk about our lord and savior BMo?
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All hail BMo
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Great to see another tutorial for the people, well done!
That last tip blew my mind!
YOU ARE THE BEST!
Simple and Brilliant, Loved this video!
Just came here after being overloaded by info on CodeMonkey's tutorial (ua-cam.com/video/Yjee_e4fICc/v-deo.html)
You really condensed the tutorial to what I wanted to know: how to access the inputs themselves for a project.
CodeMonkey did a nice job going in depth, but at 40 minutes of video and awkwardly complicated segments; I was lost by the end of it and didn't know how to get his workflow to work for my project.
Here you were straight to the point, and I applaud you for it.
I had to try this new thing called clicking on subscribe button, and it worked
Thanks for sharing. Although you explained it short and understandable manner, new input system is way more complicated and I’m afraid to make transition to new system.
Just a simple tip: instead of enabling/disabling, you can make gameobjects to child to other gameobjects so it will be disabled automatically
Thank you, one of the best videos on how to implement the NIS, help me a lot with a homework
Idk why, but i think old InputSystem more easier and more effective on writing code
Exactly. 100% more simpler than the others
Thank you very much! This helps a lot!
IS IT GONNA BE CREEPY
IF I SAY I LOVE YOU SO MUCH 😭
BECAUSE I WATCHED OTHER PEOPLE AND THEY WERE CONFUSING
IS ONLY YOUR WAY THAT WORKED FOR ME
THANKS SO MUCH, I REALLY MEAN IT 😭
Wow exceptional video BMO!
Excellent
appreciate it!
This is WAYYY better than the one Unity has in their channel! Its very simple and easy to learn!
This video is amazing, thank you so much!
Thanks dude this was driving me up the wall
You are an absolute lifesaver! I have been looking everywhere for a simple tutorial on this, and all the others were so complicated, and this was easy. Thank you.
Just what I needed to continue, good examples and short thx!
That was great, up until now, all Ive ever seen on the Inputsystem is massive tutors on setting it up, and then when the button press's happen going back to the editor and using the events system, this seems like a much better way to do it, at least for me, I prefer to keep all the coding stuff, in code, not split between the editor and the code.
Thanks! I think it can be tricky to wrap your head around, but its nice when you get it setup. It can also be used in a variety of ways, but I also prefer to stick to code
@@BMoDev That style of Input system has been in Godot since the start I think, and it has lured me away to check it out, because unity seemed too complex, and GMS2 was pretty basic,
Thanks, the Input System is much easier to understand now. Just need to work on the gritty details on how to setup and use the Input Actions (dialog)
Definitely takes some getting used to!
This was really really helpful. Thank you!
Thank you so much for letting me know to generate csproj file for new input system.
i subbed because of the clicking joke at the end. that was pretty funny
Woah, great video mate!
Thanks for that video, tried to fixed a damn menu with it, and it works now XD
Dude can you just idk zoom like 1000000 times every time when you show something, it's soooooo easy to follow your tutorial
what theme are you using? it looks so good to my eyes
I like the first part most :) thanks
You are highly technical. Very nicely explain. Great! tutorial i found🙂 Thank you!!
Very good tutorial man! Simple and straight to the point! Thank you! Subscribed! 🙂
Thanks, appreciate it!
Thank you for your video. It has been very helpful for me to understand this system ✌
Thank you for sharing this tutorial
i love u so much !! you helped me end 15 hours stress because of this
This video was really helpful. Thx!
Also, wanted to say thank you for a to the point, quick tutorial.
THANK YOU. I added Input System 1.3 and was trying to figure out why the UnityEngine.InputSystem directive wasn't appearing anymore. Unity can be such a pain to work with sometimes.
Haha 💯, glad you got it working
@@BMoDev big thanks for your tutorials!
its very helpful
From the ashes of Brackeys a Pheonix rises.
Edit: insta-subscribed
Thanks bro you are the only one that I found helpful
It's best inputSystem tutorial for beginner.. so helpful Thanks a lot!!
Great video, the menu works great
Very helpful video :)
slick call to subscribe, you earned it
i'm a bit late but that ending is epic XD
Tysm, did everything as described
You absolutly safed me
ITS REALLY WORKED LOL THANK YOU DUDE
understanding the new unity input system gave me a f*cking stroke, but your video was pretty clear. It just sucks that the new system uses so many lines of code compared to the old one lol
This vid is swag daddy, sheeshhh
Couldn't agree more
much love to your work sir!!! ❤❤❤
Perfect instruction video for the new input system. The CTA was also on point you got a sub out of me thanks!
Nice Video. What is the reason to add the OnDisable() section for the controls? Most of the videos I've seen just say you only need the OnEnable part and not also the disable. Curious if there's a particular case I haven't run into yet there.
This is really useful and easy to understand!
Damn... almost forgot to click that subscribe button there...
Great video, thanks!
I absolutely despise the new input system. Unity is just trying to get us farther away from actually coding, but coding your own controls is actually a LOT simpler than this spaghetti nonsense you have to go through.
Very nice tutorial and easy :)
Quite a good tutorial. Thank you.
If I want to make a lot of controls that are like "If X button is held while Y is pressed" and "If Z is pressed but Q is not held" is it better to use the old input system since it lends itself to if statements more naturally? Or should I still aim to use the new system?
I'm a noob still but I think the new system would be better for that case. There are "button press with single modifier" and "button press with two modifiers" options built into bindings. Someone more experienced may be able to chime in and clarify tho.