Forum rules - please read before posting.

Advanced new Input system Integration

Hi, I have seen the new input system integration in the wiki, and while it's great as a starting point, it doesn't make use of the new input systems great event based functionality. Is there currently a way to integrate this? (That way AC wouldn't need to ask for all the inputs every frame, especially since we don't use most of them)

Comments

  • The script's certainly intended to be a starting point, rather than a catch-all complete integration, but it won't change the way AC itself reads inputs.

    It should be possible to modify it to have events update values returned in the various Custom_ functions, though.

  • Great, thanks for the info. Will look into it.

  • @ChrisIceBox Hi Chris, I've been exploring the new Input System Integration, but I can't seem to figure out how to use the new Custom_GetButtonDown() functions to replace Unity's default OnButtonDown() handlers. Do you think you could point me in the right direction?

    How does one use the Custom_GetButtonDown() as an event handler?

  • edited August 2021

    You can't directly replace Unity's input handlers, just avoid calling them.

    The wiki script's Custom_GetButtonDown override's AC's own InputGetButtonDown function, which AC will call as an alternative to Unity's Input.GetButtonDown when checking for AC-specific inputs.

    If you want a custom script to rely on AC's input checks instead of Unity's, replace e.g.:

    if (Input.GetButtonDown ("myButton"))
    

    with:

    if (AC.KickStarter.playerInput.InputGetButtonDown ("myButton"))
    
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.