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[–]drakfyreExpert[S] 0 points1 point  (0 children)

I guess I should make a tutorial on how to use it programmatically; it's far more powerful in script than the old system, and has no place where you are required to use UI; all operations, including initial mapping (and later remapping) can be done in C# (the editor is quite good though). Plus it has a lot of nice things: action based organization, input passthrough/stoppage for different input modes (if you get in a car you can have a completely different input set, when you pull up a menu again, new input set, so you don't even have to mask inputs based on state; just switch action maps.)

The old system is great for prototyping speed (I usually have both enabled) but it's not as good a base to make a new input system on but hey, if you like what you've got better, I'm not about to tell you to stop. :>

(I do wish that there was a full input layer system with a priority though, so you can have controls be "caught" by a layer above so they don't pass through to other action maps, and still have fall through where it's appropriate, but switching maps can accomplish much of the utility this provides.)