I'll let everyone know when the New Input System tutorial is ready! I'm going to try and cover everything you need to know but here is something that could even help you get started using GetKey and GetKeyDown equivalents. Even a full FPS Controller using it! :) 🕹Humble 30 for $30 Unity Tools Bundle: bit.ly/HumbleUnityTools30for30Bundle 🕹Unity's 23 for $23 Megabundle Here: bit.ly/UnitySalesHub 🕹2D Humble Megabundle: bit.ly/Massive2DMegabundle
I've got that coming, I'll be showing 2D and 3D characters, UI navigation, y inversion, button remapping and controller disconnecting. As it's all very relevant for multiplatform development.
The processors always confused me. Why wouldn't the sensitivity be near 1:1? Not a big deal to add the processors but when I first messed with the new input system I thought I broke something 😂
Haha, I'm not sure about the ins and outs but I guess it's how quickly you can move your mouse and what DPI it uses. Controllers must all be built the same in that regard.
the new input system has so much fluff.... maybe it's useful when need to support many schemes but... old inputs with a single reader object in update that invokes events seem to be more manageable
you know it would be better if you make a separate class and then use it in the way most we develop our game IE production level code this will help others go write less error porn code please don't take it otherwise its just a suggestion from a dev to a dev hope u understand
Of course, of course! That's why I'm creating a bigger tutorial explaining all the concepts of input more deeply. I'll create a manager for controller inputs, UI navigation, y axis inversion and various other things that people need to know for every platform but this was a general overview on how to use it for this use case. :)
I do have the entire tutorial on my channel, which would be treading the exact same ground. The only difference here is I'm adding the new input system to it. It's only a few line changes. Although I am creating a big input system tutorial which will include building controllers, so that might help you more :)
I'll let everyone know when the New Input System tutorial is ready! I'm going to try and cover everything you need to know but here is something that could even help you get started using GetKey and GetKeyDown equivalents. Even a full FPS Controller using it! :)
🕹Humble 30 for $30 Unity Tools Bundle: bit.ly/HumbleUnityTools30for30Bundle
🕹Unity's 23 for $23 Megabundle Here: bit.ly/UnitySalesHub
🕹2D Humble Megabundle: bit.ly/Massive2DMegabundle
Would love to see a new tutorial around the FPS controller and new input system and especially UI navigation
I've got that coming, I'll be showing 2D and 3D characters, UI navigation, y inversion, button remapping and controller disconnecting. As it's all very relevant for multiplatform development.
@@SpeedTutor Yeah that would be awsome your way of explaining is very good
Please, zoom your UI, I can't read it on full hd or even 2k. And thanks for your video!
I've got you covered in newer videos :)
have checked your new video with title "How to Limit FPS in Unity Editor (Unity Beginner Tutorial)". Left comment there)
The processors always confused me. Why wouldn't the sensitivity be near 1:1? Not a big deal to add the processors but when I first messed with the new input system I thought I broke something 😂
Haha, I'm not sure about the ins and outs but I guess it's how quickly you can move your mouse and what DPI it uses. Controllers must all be built the same in that regard.
Do you have a tutorial on the animations for fps arms?
No, I don't sadly. It's an asset from the Unity store :)
footsteps don't work anymore after putting the new input code
I didn't add this part to the script so it may need some tweaking to work properly :)
the new input system has so much fluff.... maybe it's useful when need to support many schemes but... old inputs with a single reader object in update that invokes events seem to be more manageable
I do prefer the old system for just doing something things but I use Rewired for complex inpu as it's just so much better in my mind :)
you know it would be better if you make a separate class and then use it in the way most we develop our game IE production level code this will help others go write less error porn code
please don't take it otherwise its just a suggestion from a dev to a dev hope u understand
Of course, of course! That's why I'm creating a bigger tutorial explaining all the concepts of input more deeply. I'll create a manager for controller inputs, UI navigation, y axis inversion and various other things that people need to know for every platform but this was a general overview on how to use it for this use case. :)
@@SpeedTutor thats awesome 💯
Would you use vector3 for a 3d enviro?
No because inputs only go in positive and negative. :)
Would be good if you created new one instead of fixing something we dont have
I do have the entire tutorial on my channel, which would be treading the exact same ground. The only difference here is I'm adding the new input system to it. It's only a few line changes. Although I am creating a big input system tutorial which will include building controllers, so that might help you more :)
Write a normal lesson from scratch using the new input system and the sinema machine
Thanks for the suggestion! :)
@@SpeedTutor do with fps animation into a controller
Yeah actually it's not that new obviously.
Haha, I know. If you have a better suggestion for a title? I'm all ears :)
@@SpeedTutor add "(not actually)" would be good I think.