Incontrol reddit9/21/2023 It's a great place to start understanding Unity's strange logic regarding input + events. I'd highly recommend looking at Unity's official beginner UI tutorials from way back in Unity 4.6 days when these systems were first released. I'm still wrapping my head around these concepts ( like I think "OnClick()" really just means when a button is successfully pressed by any kind of input), but it sounds like your mouse input idea would work very well with only the basic functionality that I described. And the best part: you don't have to add any special code to your script for the Event System to interact with it, you just need to have public functions in your script (which in the case of UI buttons, will appear on a drop down menu under OnClick()). This is done by most people via UI interaction, but you can do it in world space via raycasting at Gameobjects with colliders too. It's actually very powerful because you can call custom public functions on any gameobject. I created a new project just to figure all this out last night, with out knowing any of this and just watched lots of tutorials, but eventually I got the hang of it at around 5:30 am. Here's my simple explanation:The basic function of the Standalone Input Module seems to be that it streamlines Input Manager Inputs, specifically to be understood by Unity's Event System, so that it knows when to navigate UI Buttons or call events.So, to shed some light on your overall frustration: " what are all these different input components for, because Unity sucks at explaining them, but I feel like I could use them if I wasn't so lost." I needed a less messy, better written, more user friendly solution. I attempted this with my tried and true method from above, but the amount of possible input combinations (pc or mac? controller or keyboard?) combined with a lot more button options became overwhelming for my simple system. I'm currently making this game into a commercial release, which means I'll need options menus, inventory menus, save data, etc. Sorry ppl - I get ansty when my time is wasted on entirely avoidable issues that I have no control over. Should I use update() in my (custom?) expounded module? whats this Process() method for? etc etc?īut mostly the question that I found myself shouting at the monitor was 'Where are the ***king instructions unity team?' Why the hell am I overriding/extending/plastering some inaccessible script inside unitys guts to use this thing? My questions about the (sigh) StandAloneComplex input module only get more granular - like. There are no real world useful examples of how to use it and there is just buckets of older depricated stuff that used to be there but now just makes searching for answers for 'todays' unity input stuff impossible. There is no simple explanation of what the hell the thing is designed to do, or why its there, or what it replaced. ![]() But it also seems to overlap or conflict with with the input class or event system or both.Īlso this module thingy works nothing like other unity systems & you have to do the c# equivilant of standing on one leg while whistling the national anthem to use the thing. I also want a bunch of other similar input stuff that 'seems' to relate to this 'stanalone input module' thing (that name is far too long UT). So, I want to have a situation based mouse/pointer that gives the user feed back on what they can & can't do in various situations. Sit rep: Confused about the right way to handle user input 'stuff' in unity de jour (its nearly June in 2017 if that helps because god knows the answers are going to be different next year). The more ranty version I stabbed out of my keyboard earlier: ![]() I am confused about which does what among the Input class the baseInput class the standalone input module and event system & could use some simple explanations to compartmentalise these apparenlty seperate entities that I can remember & apply usefully. ![]() Please provide examples of where standaloneinputmodule should not be used (in relation to input or event system)Ĥ. Please provide examples of how to use standaloneinputmodule.ģ. The standAloneInputmodule - What is it for & why?Ģ. TL/DR /Just questions for people who don't want to read a rant (understandable):ġ.
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