💬 Here's the much requested Input System video! It's a long video but it will teach your everything you need to know! ✅ Get the FULL course here at 80% OFF!! 🌍 unitycodemonkey.com/courseultimateoverview.php 👍 Learn how to make BETTER games FASTER by using all the Unity Tools and Features at your disposal!
great job, for the video but i was wondering dose it work in the 2d platformer style or is it a 3d method i m new at unity nd c# so i m not sure about it
Hugo, I don't know if you'll see this message, but I've been desperately looking for tutorials of this kind. When I saw you, I was like, "Oh, Hugo! I knew I could always count on him!", and I was right. Immediate value. I love you so much, Hugo.
Still doing my best to learn what I can in regards to game development and programming. I cannot tell you how invaluable the information you’re sharing is. Every time I want to learn about something in unity, you have a detailed, professional video about it. Free of charge. That is insane to me. I and so many others appreciate what you’re doing. You’ve got a forever subscriber and a new lifelong fan.
Thank you so much for making a full dedicated video on the new Input System, I watched Brackeys tutorials but they were outdated until your ad caught my attention to which lead me here... The best ad I've ever clicked! Thank you! :D
Just recently started getting back into Game Development and this guide was brilliant. It didn't just show the 'one true' way, but instead provided options and actually lets you make a decision for which solution is best for your project.
Im watching this in 2024 and is still by far the most coherent tutorial. There are so many tutorials, each demonstrating a different way of doing it. This by far is the best!
I'm about 1 3rd of the way in and this is a fantastic tutorial, he explains not just whats going on but why, and shows lots of other ways to do things.
I was learning unity but I gave up because I couldn't find a good tutorial on the new system. I decided to come back and watched your video and immediately understood how it works
I am really very grateful for this tutorial, I have looked at others and none like this one, almost 1 hour but it has made me very enjoyable since everything is so well explained that it is spectacular. Really thank you very much for your tutorials, keep it up and I hope you never leave it because you are a teacher like very few
This new input system is great, and you made it very easy to understand with this video. Also I like the fact that you added timestamps so that viewers can easily navigate through different parts. Thank you so much for your work! I'm currently working on rebinding the keys, hopefully everything will go according to the plan :D
Yeah it's been on my to-do list to get back to DOTS for quite a while now Since I've just finished the course update hopefully I should have more time this next month!
@@dreamterrormaster I haven't touched DOTS in over a year so no idea how much has changed since then. I don't think the base framework has changed so those videos are still good for learning how to think like DOTS, how to organize multiple components, use the job system, etc. Just the syntax may be outdated.
If you only want to move along the 4 axis (up, down, left, right) and not diagonally or anything in between you should use two Vector1 Composites, one for horizontal and another for vertical movement, instead of the Vector2 Composite for all of them. Right click in the middle of the bar to display more options instead of clicking on the '+' icon. This will be equivalent to the 'GetAxisRaw()' present in the previous input system.
@@lordofthe6string It's hard to handle multiple 4-axis inputs in a 2D Vector Composite since it will lead to decimal values. With two Vector1 Composites you only need to handle the values of 1 and 0 in both horizontal and vertical axis. Much easier imo. No extra math involved.
Thank you for explaining everything in depth, everyone else just show theories - no practical examples involved. Unity's official documentation is horribly confusing.
I think what I really don't like about this new input system is that there's seemingly a thousand different ways to implement the same functionality. Every tutorial I watch about the new Input System has largely the same premise (adding movement and jump) but each one does it in a different way. This tutorial helped me understand enough to make my own in a way that I'm happy with, but even in this video you show multiple ways to essentially add the same functionality either through the Player Input component, or generating the C# class, using Unity Events or C# Events, then other videos have people adding inputs by defining them directly in the script by adding Input Action components to their controllers, but there's not really any explanation of why one way should be used over another, if there's a reason at all.
Bro, I can understand your frustration Because thats exactly how i felt in the beginning. But having open-ended approaches for simple inputs is actually a good thing. and this input system's strength. Being able to implement input by either components Or writing your own codes makes this system both beginner freindly, and professional friendly Its better to adapt to this input system over the last one Atleast if you're practicing for pc and console games
The new input system takes a while to get your head wrapped around but once you do it's actually much better structured than the old system. Being able to map actions like that on the visual asset saves time in not having to create your own input manager class when switching between action types (movement, driving, UI) etc. Thank you for this video!
Thank you for the help and explaining the Input System. I enjoyed the fact you showed us different ways to get the same result. Thank you again, I plan on watching many more videos and classes by you.
You are a life saver and I will check out your tutorials on youtube and courses. I was using the old input system which was doing the job just fine, but I also want to implement gamepad without all the extras and the new input system makes that so much easier.
Really useful Tutorial. Covered a lot of ground in more in-depth that other tutorials I've found. Had some issues on my end where what happened in the tutorial didn't happen on my end, but I admit that it's probably my fault not following the tutorial "Exactly".. at 12:14 when he subscribed to "PlayerInput_onActionTriggered", none of that auto-filled for me.. I also didn't get the key Rebinding to actually work, but my code had deviated quite a bit by that point, as I were experimenting with the difference between utilizing the pre-made 'Player Input' component, and instead doing things through the generated C# script.. so I had a lot of excessive code bloating my script as I were doing a lot of things using both methods. despite those mishaps aside, this was still the must informative tutorial I've watched explaining the new Input System so far.
I thought I knew a lot about the New Input System but oh boy was I wrong. This was an excellent lecture and I learned a bunch. I really enjoy your content. You're like a more advanced Brackeys which is great! I always look forward to your videos like this one. Please keep up the good work it really helps me and many other developers:)
Thanks again for your really informative videos Hugo, this one helped last night when I was drawing a blank on converting from old input system to the new one
If anyone has an issue where you get a ton of errors related to vJoy which causes the new input system to not function properly, you can fix this by enabling preview packages and grabbing version 1.1.0 preview 5 for the input system. This version has a patch for vJoy and is at least available for unity version 2020.2.0f1, probably others as well.
I'm really enjoying binging on your videos. I've enjoyed them all. I bought your course and I'll do that at some point. The only thing missing from this video, for me, was in the rebinding - checking whether a key/button/etc was already in use. Bar far the most useful, in-depth delve into this subject, that I've seen, though. Thank you
Absolutely perfect. There's maybe one thing that could be added but it's a bit of a specific case: in Top Down games on desktop, players can perform 'Screen Edge Panning'. This interaction is not in the default and so it requires a code with IInputInteraction - it's not user-friendly at the moment and pretty hard to do, maybe a future update will make that kind of feature easier to add?
I just used an action type value with control type vector2 and put a binding on pointer position. Then linked the action to a function in my camera script like: public void OnMouseMove(InputAction.CallbackContext value) { Vector2 mousePosition = value.ReadValue(); _mouseMovement = Vector3.zero; if (mousePosition.x < _screen.x * 0.02f) _cameraMovement.x = -1; else if (mousePosition.x > _screen.x * 0.98f) _cameraMovement.x = 1; if (mousePosition.y < _screen.y * 0.02f) _cameraMovement.z = -1; else if (mousePosition.y > _screen.y * 0.98f) _cameraMovement.z = 1; } where _screen is defined in the awake function like: _screen = new Vector2Int(Screen.width, Screen.height); and _cameraMovement is a vector3 that is used in the LateUpdate function to move around the camera. Not sure if that is the best way, but it works :)
FYI (40:20). Callback in programming is function you pass as a parameter. Not a parameter of a function. You basically called callback parameter to be "callback" while it is context object
Thank you, I've only watched 15 min so far, and this is already the best tutorial I've watched so far, and I've watched quite a lot for this new input system lol.
Sat here for literally 2 hours trying to figure out why it wouldn't log "jump!". Restarted unity and it worked perfectly. Just in case it helps anyone else.
Subscribed, liked and added this video for quick reference. I love that you cover all the ways to use the Input system, not just limited to the simplest examples. So many other videos theorize or simplify content. You avoid the trap of making people type along with you for no reason, and instead teach people why you'd pick one solution over another and make this an invaluable reference.
I like the new system. There's much less clutter in your own code and the delegate-based system feels more slick than the endless slew of if statements you were previously stuck with. That, and it's more configurable for the player and MUCH easier to change the controls based on context, e.g. walking or driving.
i´m not surprsed to see one more time that your video it´s the most complete on every tutorial about the InputSystem.... cause you´re the only one that mentione this 'if(context.performed)' way to check state of input
Great video! Answered almost all my questions. I just need to figure out how to get a display string for the UI to tell the player what the current keys and such are.
Did you figure it out Egon? I've wondered this too, like how would you make the UI text show a keyboard letter, or switch to a game controller letter if the player suddenly plugs it in and starts using it.
Thanks for the nice video, I guess the new input system cannot do the 'OnMouseDown', for example if I want a drawing App draw following my cursor when I pressed and hold, it's kind of more convienet to use the Old way to do it? either I have to read value and do update in the FixedUpdate or I just use OnMouseDown.
Thank you very much for making this video. I'd probably be lost without it. The new input system does seem very powerful but parts are a still a little ambiguous to me. I had some trouble creating the equivalent of the old Input.GetButton(). For a while I was trying to make use of the phase.performed but couldn't figure it out. I eventually changed approaches and set the input type to value rather than button and basically check to see if the value is greater than zero to determine if the button is currently being pressed. Feels a little clunky so I imagine I'm still not doing it right but at least it's working now. Pretty frustrating considering how easy the previous method was. But I can certainly see the value of the new system when it comes to having local multiplayer and multiple types of input. Anyway, thanks again!
but now I will do some experiment with modifiers, and check out the difference between polling IsPressed, and handling the events of Performed and its relatives.
but now I will do some experiment with modifiers, and check out the difference between polling IsPressed, and handling the events of Performed and its relatives.
Can you PLEASE make a video on how to use a scrollview with the new input system? particularly with keyboard and controller? I simply want to have a scrollable menu that I can scroll down with the right stick/mouse wheel and be able to scroll down as I decend a menu and reach the edge, i want it to auto scroll to next item.
Just wanted to mention to those who are having trouble connecting your PS4 Dualshock and having the 'Listen' work with it. You can try disconnecting your controller and closing the Project. Then launch the project and reconnect the controller.
Hmm I didn't cover that specifically but you can look at the Unity Starter Assets which do that and use this Input System unitycodemonkey.com/video.php?v=jXz5b_9z0Bc
Great video, but you should have touched on local multiplayer. I still find it very poorly documented how the Input System actually differentiates between multiple PlayerInput components, seeing as you can use all connected devices on a single PlayerInput component at once.
Yeah the video was already insanely long so I thought I'd leave that topic for another video. Unity themselves actually made some videos on that topic ua-cam.com/video/5tOOstXaIKE/v-deo.html ua-cam.com/video/xF2zUOfPyg8/v-deo.html
Great content overall Mr. Code Monkey :) I especially liked this input system video. I kept wishing for specific information and you kept providing the answers.
💬 Here's the much requested Input System video! It's a long video but it will teach your everything you need to know!
✅ Get the FULL course here at 80% OFF!! 🌍 unitycodemonkey.com/courseultimateoverview.php
👍 Learn how to make BETTER games FASTER by using all the Unity Tools and Features at your disposal!
im trying make a simple "mouselook" script but im not getting anything you can make a video about it?
@@gabrielaguiar5984 You can download the official Starter Assets and see how it works ua-cam.com/video/jXz5b_9z0Bc/v-deo.html
This is pretty good. Thanks for sharing.
great job, for the video but i was wondering dose it work in the 2d platformer style or is it a 3d method i m new at unity nd c# so i m not sure about it
Already your udemy student
19:44 - If you're using Unity 2022.1, it should say `Add Up/Down/Left/Right Composite` and it functions exactly the same way as in the video
Thanks, was confused it didn't show that option!
Hugo, I don't know if you'll see this message, but I've been desperately looking for tutorials of this kind. When I saw you, I was like, "Oh, Hugo! I knew I could always count on him!", and I was right. Immediate value. I love you so much, Hugo.
Nice! I'm glad the video helped!
Still doing my best to learn what I can in regards to game development and programming. I cannot tell you how invaluable the information you’re sharing is. Every time I want to learn about something in unity, you have a detailed, professional video about it. Free of charge. That is insane to me. I and so many others appreciate what you’re doing. You’ve got a forever subscriber and a new lifelong fan.
That's awesome to hear! Best of luck with your games!
2 hours searching for a good explaination,
Sir, you explain in details, in a way that anyone can understand
Thanks so much
Thank you so much for making a full dedicated video on the new Input System, I watched Brackeys tutorials but they were outdated until your ad caught my attention to which lead me here... The best ad I've ever clicked! Thank you! :D
I'm glad you liked the video! Thanks!
Just recently started getting back into Game Development and this guide was brilliant. It didn't just show the 'one true' way, but instead provided options and actually lets you make a decision for which solution is best for your project.
I'm glad you liked the video! Thanks!
Im watching this in 2024 and is still by far the most coherent tutorial. There are so many tutorials, each demonstrating a different way of doing it. This by far is the best!
I'm glad the video is still helpful! Thanks!
I'm about 1 3rd of the way in and this is a fantastic tutorial, he explains not just whats going on but why, and shows lots of other ways to do things.
I'm glad the video helps! Thanks!
I was learning unity but I gave up because I couldn't find a good tutorial on the new system. I decided to come back and watched your video and immediately understood how it works
Finally a tutorial that actually explains how the system works considering that you probably don't know how it works
from Input to DOTS, this should be the official unity tutorial channel!!!
I am really very grateful for this tutorial, I have looked at others and none like this one, almost 1 hour but it has made me very enjoyable since everything is so well explained that it is spectacular. Really thank you very much for your tutorials, keep it up and I hope you never leave it because you are a teacher like very few
I'm glad the video helped you! Thanks!
This new input system is great, and you made it very easy to understand with this video. Also I like the fact that you added timestamps so that viewers can easily navigate through different parts. Thank you so much for your work!
I'm currently working on rebinding the keys, hopefully everything will go according to the plan :D
Please do more dots tutorials.
Yeah it's been on my to-do list to get back to DOTS for quite a while now
Since I've just finished the course update hopefully I should have more time this next month!
@@CodeMonkeyUnity are your dots tuts from ~2 years ago still good practice?
Or did unity change too much meanwhile?
@@dreamterrormaster I haven't touched DOTS in over a year so no idea how much has changed since then. I don't think the base framework has changed so those videos are still good for learning how to think like DOTS, how to organize multiple components, use the job system, etc. Just the syntax may be outdated.
This has answered SO many of my questions regarding the new Input System. Definitely added to my bookmarks :)
If you only want to move along the 4 axis (up, down, left, right) and not diagonally or anything in between you should use two Vector1 Composites, one for horizontal and another for vertical movement, instead of the Vector2 Composite for all of them. Right click in the middle of the bar to display more options instead of clicking on the '+' icon. This will be equivalent to the 'GetAxisRaw()' present in the previous input system.
Why?
@@lordofthe6string It's hard to handle multiple 4-axis inputs in a 2D Vector Composite since it will lead to decimal values. With two Vector1 Composites you only need to handle the values of 1 and 0 in both horizontal and vertical axis. Much easier imo. No extra math involved.
Thank you for explaining everything in depth, everyone else just show theories - no practical examples involved.
Unity's official documentation is horribly confusing.
I think what I really don't like about this new input system is that there's seemingly a thousand different ways to implement the same functionality. Every tutorial I watch about the new Input System has largely the same premise (adding movement and jump) but each one does it in a different way. This tutorial helped me understand enough to make my own in a way that I'm happy with, but even in this video you show multiple ways to essentially add the same functionality either through the Player Input component, or generating the C# class, using Unity Events or C# Events, then other videos have people adding inputs by defining them directly in the script by adding Input Action components to their controllers, but there's not really any explanation of why one way should be used over another, if there's a reason at all.
Bro, I can understand your frustration
Because thats exactly how i felt in the beginning.
But having open-ended approaches for simple inputs is actually a good thing. and this input system's strength.
Being able to implement input by either components
Or writing your own codes makes this system both beginner freindly, and professional friendly
Its better to adapt to this input system over the last one
Atleast if you're practicing for pc and console games
They explain it in their wiki so this is intended. They say they wanted the system to have multiple workflows unlike the old one.
I don't even skip your ads and I watch them completley to support you
The new input system takes a while to get your head wrapped around but once you do it's actually much better structured than the old system. Being able to map actions like that on the visual asset saves time in not having to create your own input manager class when switching between action types (movement, driving, UI) etc. Thank you for this video!
The most detailed tutorial I've seen about the new input system. Very good job :)
I'm glad you liked it! Thanks!
Best Unity Input tutorial out there, such a confusing topic , thanks
I was annoyed when I heard Unity's input system was being updated.
But wow! It's so convenient.
Thanks for the tutorial mate!
Thank you for the help and explaining the Input System. I enjoyed the fact you showed us different ways to get the same result. Thank you again, I plan on watching many more videos and classes by you.
He replies to people even after 2 years.. What a legend
I try!
You are a life saver and I will check out your tutorials on youtube and courses. I was using the old input system which was doing the job just fine, but I also want to implement gamepad without all the extras and the new input system makes that so much easier.
Thanks! I'm glad you found the video helpful!
I finally understood this new system thanks to your video. Thank you very much!❤
I'm glad you liked the video! Thanks!
A bit steep learning curve but once you get the hang this new system is outstanding! Thanks for the video, great as always!
never understand. lot of PPL like this shit, i really hate it. I see 0 Scene in.
Really useful Tutorial. Covered a lot of ground in more in-depth that other tutorials I've found. Had some issues on my end where what happened in the tutorial didn't happen on my end, but I admit that it's probably my fault not following the tutorial "Exactly"..
at 12:14 when he subscribed to "PlayerInput_onActionTriggered", none of that auto-filled for me..
I also didn't get the key Rebinding to actually work, but my code had deviated quite a bit by that point, as I were experimenting with the difference between utilizing the pre-made 'Player Input' component, and instead doing things through the generated C# script.. so I had a lot of excessive code bloating my script as I were doing a lot of things using both methods.
despite those mishaps aside, this was still the must informative tutorial I've watched explaining the new Input System so far.
This video is literally exactly what I needed.
Finally someone explain the input phases, thank u!
I thought I knew a lot about the New Input System but oh boy was I wrong. This was an excellent lecture and I learned a bunch. I really enjoy your content. You're like a more advanced Brackeys which is great! I always look forward to your videos like this one. Please keep up the good work it really helps me and many other developers:)
I haven't even began to watch this yet and I know I already love you for it.
Thanks again for your really informative videos Hugo, this one helped last night when I was drawing a blank on converting from old input system to the new one
Nice, I'm glad the video helped you! Best of luck with your project!
If anyone has an issue where you get a ton of errors related to vJoy which causes the new input system to not function properly, you can fix this by enabling preview packages and grabbing version 1.1.0 preview 5 for the input system. This version has a patch for vJoy and is at least available for unity version 2020.2.0f1, probably others as well.
I'm really enjoying binging on your videos. I've enjoyed them all. I bought your course and I'll do that at some point. The only thing missing from this video, for me, was in the rebinding - checking whether a key/button/etc was already in use. Bar far the most useful, in-depth delve into this subject, that I've seen, though. Thank you
Absolutely perfect. There's maybe one thing that could be added but it's a bit of a specific case: in Top Down games on desktop, players can perform 'Screen Edge Panning'. This interaction is not in the default and so it requires a code with IInputInteraction - it's not user-friendly at the moment and pretty hard to do, maybe a future update will make that kind of feature easier to add?
I just used an action type value with control type vector2 and put a binding on pointer position.
Then linked the action to a function in my camera script like:
public void OnMouseMove(InputAction.CallbackContext value)
{
Vector2 mousePosition = value.ReadValue();
_mouseMovement = Vector3.zero;
if (mousePosition.x < _screen.x * 0.02f)
_cameraMovement.x = -1;
else if (mousePosition.x > _screen.x * 0.98f)
_cameraMovement.x = 1;
if (mousePosition.y < _screen.y * 0.02f)
_cameraMovement.z = -1;
else if (mousePosition.y > _screen.y * 0.98f)
_cameraMovement.z = 1;
}
where _screen is defined in the awake function like:
_screen = new Vector2Int(Screen.width, Screen.height);
and _cameraMovement is a vector3 that is used in the LateUpdate function to move around the camera.
Not sure if that is the best way, but it works :)
@@dreamterrormaster That's awesome! Thanks a lot for taking the time to explain how you did it. I just implemented it and it works perfectly.
@@cradle_of_chaos Brackeys has a video on RTS cameras that shows how to do it really simply too
Thanks CodeMonkey Sir for providing your wisdom. I'm trying this for 2 days and now I got the trick to do this.. 😇🙏🏻
Thank you so much, I really wish this video existed a few months earlier but i will definitely be coming back to it in the future
Your tutorials are the perfect pace and you’re super good at explaining everything. Thanks for doing what you do!
Many thanks! I'm glad you like the videos!
FYI (40:20). Callback in programming is function you pass as a parameter. Not a parameter of a function. You basically called callback parameter to be "callback" while it is context object
Amazing content, I'm buying right now the course.
Thanks for showing the C# events
thank you so much! kinda sad knowing that brackeys will never post a video about this, but I'm so glad i found your channel. thanks!
Needed this so bad, thanks man!
Thank you, I've only watched 15 min so far, and this is already the best tutorial I've watched so far, and I've watched quite a lot for this new input system lol.
OMG This is Video is GOLD!
Thanks for saving me from the doc!!
I have learned so much from your video, thank you so much for uploading it, you are a very great teacher for me
Wow! Thank you so much. Thanks to this video, I understand how to use Unity New Input System. Thanks
Sat here for literally 2 hours trying to figure out why it wouldn't log "jump!".
Restarted unity and it worked perfectly.
Just in case it helps anyone else.
Leaving this here for myself for future reference: 11:25
Subscribed, liked and added this video for quick reference. I love that you cover all the ways to use the Input system, not just limited to the simplest examples. So many other videos theorize or simplify content. You avoid the trap of making people type along with you for no reason, and instead teach people why you'd pick one solution over another and make this an invaluable reference.
I'm glad you liked the video! Thanks!
man, thank you a lot for your tutorials!
I'm glad they've helped you! Thanks!
Couldn’t be better timing! I searched for tutorials earlier this morning! Thank you!
Thanks, learned how to use it
I like the new system. There's much less clutter in your own code and the delegate-based system feels more slick than the endless slew of if statements you were previously stuck with.
That, and it's more configurable for the player and MUCH easier to change the controls based on context, e.g. walking or driving.
Thank you so much for the great tutorial! I have a newfound respect for the Input system.
Hey man, just stoped by to let you know i watched this on Udemy, great video helped me alot since i was switching from the old input system to this.
Hey mate do you by any chance know why I dont have the testing system input function ?
I'm glad it helped you! Thanks!
This will help me as hell! When will the third person shooter Tutorial, come out? 🤩😍
I'm almost done with that one, hopefully it will be out next week.
@@CodeMonkeyUnity Thank you really much 😍👊
Absolute gold! Thank you for this!
Fantastic! Thanks CodeMonkey.
Perfect video for my bday! thanks
Happy birthday!
Awesome, complex explanation. You rock!
I love you so much
I'm glad the video helped you!
THANKS! this tutorial was soooooooooooo helpful with my learning of unity....
I'm glad it helped!
@@CodeMonkeyUnity I’m tryna make an rpg game and I was confused abt the new input system but this helped SOOOO MUCH THANX
amazing video!! covered all the essential topics with just the right amount of time and content for each topic!!
Thanks a lot for clearly expression.I learned so much things.Pls keep going.
You are amazing, wish you luck, you may reach that 1M so soon :)
Thanks for the kind words!
I have liked the video
And I am going for sleep
Will watch it tomorrow
😂😂😂😉huge fan sir
Thanks for the tutorial mate!
❤️
i´m not surprsed to see one more time that your video it´s the most complete on every tutorial about the InputSystem.... cause you´re the only one that mentione this 'if(context.performed)' way to check state of input
Great video! Answered almost all my questions. I just need to figure out how to get a display string for the UI to tell the player what the current keys and such are.
Did you figure it out Egon? I've wondered this too, like how would you make the UI text show a keyboard letter, or switch to a game controller letter if the player suddenly plugs it in and starts using it.
i am crying right now i learned the old input system and now this.. even this was 2 years ago
its like learning unity again
Just finished, Nice video! I think I somewhat understand the new input system now lol
I'm glad the video helped you!
Great video, thank you for taking the time to go a bit more in depth.
LIKED. SUBSCRIBED. UR A LEGEND BRO!
Ur like an underrated version of Brackeys
Thanks for the kind words!
Wow, thank you for this compact & very informative overview!
Thanks for the nice video, I guess the new input system cannot do the 'OnMouseDown', for example if I want a drawing App draw following my cursor when I pressed and hold, it's kind of more convienet to use the Old way to do it? either I have to read value and do update in the FixedUpdate or I just use OnMouseDown.
Thank you very much for making this video. I'd probably be lost without it. The new input system does seem very powerful but parts are a still a little ambiguous to me. I had some trouble creating the equivalent of the old Input.GetButton(). For a while I was trying to make use of the phase.performed but couldn't figure it out. I eventually changed approaches and set the input type to value rather than button and basically check to see if the value is greater than zero to determine if the button is currently being pressed. Feels a little clunky so I imagine I'm still not doing it right but at least it's working now. Pretty frustrating considering how easy the previous method was. But I can certainly see the value of the new system when it comes to having local multiplayer and multiple types of input. Anyway, thanks again!
Nice tutorial! Best in the topic.
but now I will do some experiment with modifiers, and check out the difference between polling IsPressed, and handling the events of Performed and its relatives.
but now I will do some experiment with modifiers, and check out the difference between polling IsPressed, and handling the events of Performed and its relatives.
Thank you for this. I haven't finished watching it, yet, but I know I'm about to learn a lot. Thank you
Can you PLEASE make a video on how to use a scrollview with the new input system? particularly with keyboard and controller? I simply want to have a scrollable menu that I can scroll down with the right stick/mouse wheel and be able to scroll down as I decend a menu and reach the edge, i want it to auto scroll to next item.
Thank you so much for this detailed tutorial. I always have a hard time using the input system. This video is really helpful! Love you
Just wanted to mention to those who are having trouble connecting your PS4 Dualshock and having the 'Listen' work with it.
You can try disconnecting your controller and closing the Project. Then launch the project and reconnect the controller.
Great tutorial. The only thing I;m missing a but are mouse movements/touch examples
Very robust system! Great tutorial!
Great video tutorial! Do you have another video on how to add the look around portion. Ideally just like this one for mouse/gamepad/touch. Thanks!
Hmm I didn't cover that specifically but you can look at the Unity Starter Assets which do that and use this Input System unitycodemonkey.com/video.php?v=jXz5b_9z0Bc
7:30 Why we should use one of the two bottom options? I haven't tried it yet but SendMessage seems to be more convenient. Is there a downside?
Another awesome tutorial just like the courses you offer! Thanks matey!
Input re-binding was needed!
Great video, but you should have touched on local multiplayer. I still find it very poorly documented how the Input System actually differentiates between multiple PlayerInput components, seeing as you can use all connected devices on a single PlayerInput component at once.
Yeah the video was already insanely long so I thought I'd leave that topic for another video.
Unity themselves actually made some videos on that topic
ua-cam.com/video/5tOOstXaIKE/v-deo.html
ua-cam.com/video/xF2zUOfPyg8/v-deo.html
Aw god damn it. I've been putting off learning the new input system ever since it came out. Aaaalright, alright ima learn it now...
Great content overall Mr. Code Monkey :) I especially liked this input system video. I kept wishing for specific information and you kept providing the answers.
Would love a tutorial on working with the Input System & UI Toolkit!
Yup I've had UI Toolkit on my to-do list for a long time, I've done some research on it but haven't made a full tutorial video yet
@@CodeMonkeyUnity sounds amazing, I look forward to it! The documentation isn’t the best and it’s been a lot of trial and error so far 😅
Really looking forward for your Ultimate Unity Overview in Udemy to be on a sale!!!
The link in the description has a coupon code active
@@CodeMonkeyUnity thanks, didn't see that!
I wish you can create a tutorial about the new UI toolkit 💕
Very clear and useful video.
Best tutorial
Just amazing, Thank you!!!