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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