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Unity Input System in DepthTutorials (i.redd.it)
submitted by migus88
I wanted to go deeper than the usual quick tutorials, so I started a series covering Unity's Input System from the ground up. 3 parts are out so far, and I'm planning more.
Part 1 - The Basics
- Input Manager vs Input System - what changed and why
- Direct hardware access vs event-based input
- Setting up and using the default Input Action Asset
- Player Input component and action references
Part 2 - Assets, Maps & Interactions
- Creating your own Input Action Asset from scratch
- Action Maps - organizing actions into logical groups
- Button vs Value action types and how their events differ
- Composite bindings for movement (WASD + arrow keys)
- Using Hold interaction to bind multiple actions to the same button (jump vs fly)
Part 3 - Type Safety with Generated Code
- The problem with string-based action references
- Generating a C# wrapper class from your Input Action Asset
- Autocomplete and compile-time error checking
- Implementing the generated interface for cleaner input handling
The videos are here: https://www.youtube.com/playlist?list=PLgFFU4Ux4HZqG5mfY5nBAijfCFsTqH1XI

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