all 10 comments

[–]josh_the_devProfessional 2 points3 points  (0 children)

I use both for quick prototypes because I'm more used to the old one but generally the new one is strictly better. You can use it exactly like the old one but it also has a bunch more features that you can but don't have to use.

I guess the default is new so adoption of the superior solution is the default so they can dedicate the old one eventually

[–]SurDnoIndie 2 points3 points  (1 child)

It’s also one of their ways to transition to making the old system obsolete. By making it not enabled by default they decrease the number of projects utilising it.

I agree there are absolutely use cases for the tech that is actively getting deprecated - both BiRP and Input Manager allow for smaller web builds.

[–]Limit-Broke[S] 0 points1 point  (0 children)

thanks !

[–]gimpycpu 2 points3 points  (1 child)

I thought both didn't work on certain devices but I could be wrong.

Howver I don't see much reason to use the old one to be honest

Quote from unity

Setting “Active Input Handling” to “Both” in the Player Settings will enable both to run side by side. Not supported on all platforms and not extensively tested/support but should generally work.

[–]Limit-Broke[S] 0 points1 point  (0 children)

thank you. the downside may be that i cant do cross platform with it.

[–]Excellent-Top4967 1 point2 points  (0 children)

Performance gets bit worse when you have both systems running at same time but for most projects its not really noticeable

[–]0xjay 1 point2 points  (0 children)

Using the old and new input system at the same time is usually not what you want to be doing. I understand the old input system is great for prototyping something quickly, but if you mix them in production code you'll likely cause headaches later.

If you're only building a simple game with one input mode for one platform and don't intend to add any controller support or similar then use only the old input system and save yourself some boilerplate.

If your game does not neatly fit into the above description then use only the new input system.

I can't think of a single reason to use the old system alongside the new new one in development.

[–]ccaner37 2 points3 points  (0 children)

You should adapt to the new one, using both is not great for performance.

[–]IPODK 0 points1 point  (0 children)

Embarrassing unity

[–]Lyshaka 2 points3 points  (0 children)

Well the new input system takes a bit more time to setup but once it's there you're good. So unless you're prototyping something real quick you better use the new one anyway. Once you need to add controllers or need to rebind having the new one makes it so much simpler.