Timeline for Unity InputSystem will Send but not Broadcast
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 23, 2022 at 22:13 | comment | added | Jack | using an InputActionReference and listening to action.performed is is probably what you want here. | |
| Nov 23, 2022 at 13:05 | comment | added | DMGregory♦ | Complaining on StackExchange is not the way to reach the developers who can act on that feedback. | |
| Nov 23, 2022 at 12:43 | vote | accept | Basic | ||
| Nov 23, 2022 at 12:09 | comment | added | Basic | I'm also underwhelmed by the C# event implementation as it appears to be the least efficient design possible.... Invoke all objects any time any action is fired, so I suppose that leaves the inanely verbose Unity Events. I'm frankly staggered at how badly designed the new input system is. 2/2 | |
| Nov 23, 2022 at 12:07 | comment | added | Basic | Thanks for the response, that explains my confusion. I'm not going to have a class dedicated to tracking each action and routing it... That's the entire point of the input class in the first place and I don't want to have one tightly coupled class to work around failings in Unity's loosely coupled design... I might as well use the old input system in that case. I also don't intend to have every object in my game that might require input sit under a PlayerInput object... I have multiple top-level objects in the scene for difference concerns 1/ | |
| Nov 23, 2022 at 2:41 | history | answered | Jack | CC BY-SA 4.0 |