InputSystem | An efficient and versatile input system for Unity | Augmented Reality library

 by   Unity-Technologies C# Version: 1.6.1 License: Non-SPDX

kandi X-RAY | InputSystem Summary

kandi X-RAY | InputSystem Summary

InputSystem is a C# library typically used in Virtual Reality, Augmented Reality, Unity applications. InputSystem has no bugs, it has no vulnerabilities and it has medium support. However InputSystem has a Non-SPDX License. You can download it from GitHub.

A new Input System for Unity. Check out the Input System documentation for more info.
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            kandi-support Support

              InputSystem has a medium active ecosystem.
              It has 1334 star(s) with 289 fork(s). There are 381 watchers for this library.
              There were 1 major release(s) in the last 12 months.
              There are 4 open issues and 628 have been closed. On average issues are closed in 561 days. There are 31 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of InputSystem is 1.6.1

            kandi-Quality Quality

              InputSystem has 0 bugs and 0 code smells.

            kandi-Security Security

              InputSystem has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              InputSystem code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              InputSystem has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              InputSystem releases are available to install and integrate.

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            InputSystem Key Features

            No Key Features are available at this moment for InputSystem.

            InputSystem Examples and Code Snippets

            No Code Snippets are available at this moment for InputSystem.

            Community Discussions

            QUESTION

            unity's new input system - generic parameter passthrough
            Asked 2022-Apr-16 at 13:49

            I am writing an semi generic wrapper for unity's new input system.

            ...

            ANSWER

            Answered 2022-Apr-16 at 13:49

            Just follow the constraint of ReadValue method.

            Source https://stackoverflow.com/questions/71894052

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            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 23:22

            I 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().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            When I flip my sprite it goes out of the tilemaps foreground
            Asked 2022-Apr-02 at 14:45

            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 14:45

            You’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.

            Source https://stackoverflow.com/questions/71716623

            QUESTION

            HoloLens2 Application made with unity throws Exception "Could not create a device for ''Hand - Right (XRInputV1)"
            Asked 2022-Feb-02 at 13:37

            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 07:10

            Firstly, 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.

            Source https://stackoverflow.com/questions/70926743

            QUESTION

            Unity InputSystem wont work because namespace not found *i tried almost everything
            Asked 2022-Jan-08 at 20:34

            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 20:34

            I found an answer here but I have to do this everytime I build or play.

            I just add this :

            Source https://stackoverflow.com/questions/70630633

            QUESTION

            Drone Controller in Unity: movement issues with the unity inputSystem
            Asked 2022-Jan-05 at 18:14

            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 14:37

            There 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 and OnCounterclockwiseRotation you do

            Source https://stackoverflow.com/questions/70479454

            QUESTION

            Warning when calling IsPointerOverGameObject after updating Unity; is there an alternative?
            Asked 2021-Dec-06 at 10:01

            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 10:01

            how I solved it was by moving just that piece of logic to an Unity's Update function:

            Source https://stackoverflow.com/questions/70131228

            QUESTION

            unity The object of type 'GameObject' has been destroyed but you are still trying to access it
            Asked 2021-Nov-18 at 10:44

            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 10:44

            The error message sounds quite self-explanatory.

            You are trying to access an object that already was destroyed.

            Since you load a new scene

            Source https://stackoverflow.com/questions/70018218

            QUESTION

            Having issues triggering the proximity sensor in Unity
            Asked 2021-Nov-03 at 17:52

            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 17:52

            You 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:

            Source https://stackoverflow.com/questions/69797813

            QUESTION

            Unity InputSystem value constantly outputs 0 unless its read from a perform event
            Asked 2021-Nov-01 at 22:47

            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 21:32

            Store 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.

            Source https://stackoverflow.com/questions/69793566

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install InputSystem

            You can download it from GitHub.

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