InputSystem | An efficient and versatile input system for Unity | Augmented Reality library
kandi X-RAY | InputSystem Summary
kandi X-RAY | InputSystem Summary
A new Input System for Unity. Check out the Input System documentation for more info.
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InputSystem Examples and Code Snippets
Community Discussions
Trending Discussions on InputSystem
QUESTION
I am writing an semi generic wrapper for unity's new input system.
...
ANSWER
Answered 2022-Apr-16 at 13:49Just follow the constraint of ReadValue method.
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I came across a problem that I can't solve. Whenever I move my character if it's near the edge of the map it goes through the tilemaps collider and goes out of the map. Here's the screenshot I took:
This is normal: link text
This is when the bug occurs: bug
Here's the code I'm using to move and flip the character:
...ANSWER
Answered 2022-Apr-02 at 14:45You’d likely be better to get the SpriteRenderer component and change its flipX property rather than reversing the scale.
Either way, if the sprite is moving in an unintended way when you flip it, it’s likely that the pivot isn’t set the way you want it — e.g. in this case it’s probably set to the bottom left of the sprite.
Select the sprite asset, click “Sprite Editor” in the inspector, and set the sprite’s pivot to the middle or bottom middle. Apply the changes and the sprite should flip from the centre instead of from the edge.
QUESTION
Since I updated my HoloLens2 Unity Project to Unity 2020.3 my deployed HoloLens2-Application (in Unity Editor they never happen) always throws the following Exceptions :
...ANSWER
Answered 2022-Feb-01 at 07:10Firstly, please double check the MRTK Input profile setting. You can easily configure the project in Unity Menu: Mixed Reality > Toolkit > Utilities > Configure Project for MRTK
Then, please check out your XR setting, Since you are using Unity 2020.x, you can use OpenXR plugin, see Choosing an XR configuration.
If the issue is still there, this may also be caused by your hand control code. Here is discussion with the same exception as yours, see WikkidEdd's reply in this github issue. In their case, they need to use IntegerControl
instead of AxisControl
.
QUESTION
i tried everything from creating a new project, downloading inputsystem from packagemanager, manually and ... i tried editing assembley.csharp and adding hintpath... i tried reinstalling and importing old assets which input system worked well...
[{ "resource": "/C:/Driver/GAME MAKING/Repos/Unity2D/Pong-2-001018/Assets/Scripts/PlayerController.cs", "owner": "csharp", "code": "CS0234", "severity": 8, "message": "The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?) [Assembly-CSharp]", "source": "csharp", "startLineNumber": 6, "startColumn": 19, "endLineNumber": 6, "endColumn": 30 }]
this is the problem. i just cant fix it it kills me. i can go back to old input system but why it shouldnt work?
even i downloaded last version of .net, runtime and sdk.
...ANSWER
Answered 2022-Jan-08 at 20:34I found an answer here but I have to do this everytime I build or play.
I just add this :
QUESTION
I'm trying to build a controller for a unity gameobject to move it similary to a normel quadrotor drone. So the drone should be able to ascend and descend by mobing the left stick up and down, turn around by moving the left stick sidewards and move horizontally by using the right stick.
I tried implementing it with the unity inputSystem, but unfortunately, it doesn't really work the way it is supposed to. Movements are mostly not smooth and the rotation causes the horizonzal movement to move in wrong directions.
Here is my code:
...ANSWER
Answered 2021-Dec-25 at 14:37There are a few mistakes I'd say
Your rotation and your ascending are frame-rate dependent. Here you didn't use
Time.deltaTime
In both
OnClockwiseRotation
andOnCounterclockwiseRotation
you do
QUESTION
I have an InputAction
callback where I am recording the position where the player clicks the screen, but only if the click is not over a UI element. Here's my code
ANSWER
Answered 2021-Dec-06 at 10:01how I solved it was by moving just that piece of logic to an Unity's Update function:
QUESTION
I have a problem that when i change scenes from the menu to the game and when i click i will get the error 'The object of type 'GameObject' has been destroyed but you are still trying to access it.' and this is happening while the menucontroller is not in the game scene, i have been working on this for the past few days to fix it but cant find how to do it. If anyone can help that would be great this kind of question has been asked alot but I cant find a solution for my problem.
We also have a similar script that has the same code except instead of sceneswitching its for interaction so when we try to interact with something we get the error
Thank you for your help.
menucontroller
...ANSWER
Answered 2021-Nov-18 at 10:44The error message sounds quite self-explanatory.
You are trying to access an object that already was destroyed.
Since you load a new scene
QUESTION
I am trying to use the proximity sensor in my phone using unity remote. I tried to follow this Documentation
The input system is working fine. I have everything installed and I've imported all the samples,also unity remote is working and I've tested the sensor on my android device using Sensor Test App.
/All I want to do is trigger this script and test if it's working or not. I could not attach it to a gameObject because it is not derived from MonoBehaviour./
EDIT : I've changed the script to MonoBehaviour.before, It was derived from Sensor
This is my new sensor script :
...ANSWER
Answered 2021-Nov-03 at 17:52You are getting "proximity error" because the code that displays it is in the Start() function and it will always be executed. You have to write:
QUESTION
So I am trying to create a new first-person movement system with the new input system in order to make gamepad support so much easier and I am experiencing a problem when I try to read the value of the Vector2 in a FixedUpdate
loop, it only outputs (0,0)
but if I read it in an InputAction.performed
event it works. However, I cannot use the event as it doesn't repeat on keyboard input and it isn't smooth. I've seen a tutorial linked here and at the end it does demonstrate you can pull information from outside events. Now my question is did I miss something or is there a different way to do it, my code is found below
ANSWER
Answered 2021-Nov-01 at 21:32Store the value (retrieved in the performed event) in a variable, and use that variable in fixed update.
Make sure to reset the variable from the cancelled event (otherwise the variable will hold the last retrieved value from performed event).
You can read the input value directly into a class variable, as shown below.
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