Problems integrating Unity's new input system
Posted: Tue Oct 01, 2024 5:44 pm
Hi everyone, I am a newbie in Dialogue System, I am using it for the first time in a project in which I have integrated the new input system of Unity.
In my project, I created on one side a singleton that is in charge of storing delegates for each action, and each time they are triggered, they execute all the methods that subscribed to each method.
Now, in my Input Action Asset, I have two Action Maps: one for the UI and the other for the Gameplay.
Why do I do this? To have a better control of the inputs, so when I interact with a note, for example, I change the Action Map so that only the UI actions are triggered.
Well, my problem starts with the Dialogue System Input Device interfering with my InputManager, I watched the video tutorial but it didn't help me much, I would need to find an alternative to bypass the Input Device or something like that. To control the inputs as I was doing and not generate a lot of spaghetti code.
Any advice or tips?
In my project, I created on one side a singleton that is in charge of storing delegates for each action, and each time they are triggered, they execute all the methods that subscribed to each method.
Now, in my Input Action Asset, I have two Action Maps: one for the UI and the other for the Gameplay.
Why do I do this? To have a better control of the inputs, so when I interact with a note, for example, I change the Action Map so that only the UI actions are triggered.
Well, my problem starts with the Dialogue System Input Device interfering with my InputManager, I watched the video tutorial but it didn't help me much, I would need to find an alternative to bypass the Input Device or something like that. To control the inputs as I was doing and not generate a lot of spaghetti code.
Any advice or tips?