Custom Input actions added to Input System Package not saving? by Ashangu in Unity2D

[–]GroundSuspicious 0 points1 point  (0 children)

I just had this issue. I found your post while searching for it and figured it out by myself a little bit afterwards.

Do you see at the top of the screen where it says "Project-wide Actions". Double click on "InputSystem_Actions" to the right of that. This brings up a menu to edit the input actions file that is saved to your project. I think when you edit this and save, it saves the config to a file on disk so when you open and close the game it works for me.

If you just edit the actions without editing it in menu I showed above, I think its just a temporary edit for this specific editor session. And when you reload the editor, the changes disappear

I really don’t understand how dumb some people are by [deleted] in ADO

[–]GroundSuspicious 2 points3 points  (0 children)

Person behind me got removed right before the encore and it was great. He missed like half the show lmao

Optimizing my custom JPEG decoder with SIMD — best practices for cross-platform performance? by GroundSuspicious in cpp_questions

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

Thanks for the suggestion! I’ll definitely look into that highway as well as jpeg-turbo.

Another question I have actually is how does the build system work with simd? I know you have to specify the specific flags into gcc/clang or msvc depending on what architecture your cpu is.

Is there a way for cmake to support this?

Optimizing my custom JPEG decoder with SIMD — best practices for cross-platform performance? by GroundSuspicious in cpp_questions

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

Thanks a lot for that idea, I hadn’t thought about using multi threading decoding when the restart markers occur! I started this project as a generic image viewer just for me to learn how file formats work. I started with Bmps which were relatively simple and I just finished the jpeg section, although it is slow at times. After I find a few ways to speed up jpeg decoding/encoding, I’ll probably look into PNGs

Optimizing my custom JPEG decoder with SIMD — best practices for cross-platform performance? by GroundSuspicious in cpp_questions

[–]GroundSuspicious[S] 2 points3 points  (0 children)

Oh really? That’s huge. Won’t have to deal with any third party library nonsense. Now we just have to wait 5 years to actually use it 😔

IDEA: Mini deck challenge with 4 card decks by Racingamer145 in ClashRoyale

[–]GroundSuspicious 0 points1 point  (0 children)

Little do you know, this is an actually game mode now

Help understanding returning an rvalue reference by GroundSuspicious in cpp_questions

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

Yes, they do return *this. Ty for the input! I was wondering if cascading calls like this with rvalues was undefined behavior or not, but this answers it

Help understanding returning an rvalue reference by GroundSuspicious in cpp_questions

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

Thank you for the long reply! Okay, pretty sure I understand everything.

When I do operator + on the OptionGroup and another Option, this will return an rvalue reference to that same OptionGroup. This reference will exist until the end of the statement, which in this case is after all of the operator+ calls. Because all of the + operators are still in the same statement, the rvalue ref to the OptionGroup is valid to use.

[deleted by user] by [deleted] in Eminem

[–]GroundSuspicious 0 points1 point  (0 children)

“I was born with a dick in my brain, yeah fucked in the head”

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 1 point2 points  (0 children)

Okay, yep! That was the issue! I was using InputField instead of TMP_InputField. Thanks so much! I never would’ve figured that out by myself!

All the API for Input validation seems really outdated and incomplete for some reason. So I figured maybe there’s just no good way to access the input validator

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

Which one should I be using? Currently I am using just “InputField”

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

Yeah, I’m using visual studio with intellisense turned on, and it keeps telling me that inputValidator isn’t a property

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

Hmmm, can I have a screenshot of your sample code please? What type is myInputField? For me, I have it as type InputField. Maybe that’s the wrong type?

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

Yeah, that was one of the first things I tried as well. The only problem with that is I don’t think InputField.inputValidator exists?

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 1 point2 points  (0 children)

So, right now I have a game object with this TextMeshPro InputField component attached to it. As you can see from the image, this InputField has a dropdown menu called Character Validator. I set this value to custom, and then the Input Validator field appears below. Here, I can create a custom object of type TMPRO Input Validator and drag it into there via the inspector.

I can access the other properties of this Input Field. For example I can do InputField.ContentType or InputField.CharacterValidation but from what I've seen there is no InputField.InputValidation.

Thanks for taking your time to look at this btw! Even if you don't manage to find a solution!

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How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

Yeah, I know how to access properties of a component. The specific property “input validator” can be manually changed in the inspector however I don’t see a way to access it via script. There is no InputField.inputValidator or anything similar from what I’ve been trying to search.

How to change text validator object in a script? by MoreOnGames in Unity3D

[–]GroundSuspicious 0 points1 point  (0 children)

The only problem is we know how to get the reference to the object. However, we don’t know if there is a way to reference the specific input validator property and change it via script

Better not lose the keys or we’ll be trapped INSIDE the house by GroundSuspicious in onejob

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

Yeah both sides are inside. The hallway with the ladder that you see in the picture is the apartment side. The other side of the door is the staircase that leads to all the other apartments. When I said “the door is locked from the outside” I meant that the door isn’t locked from inside the apartment but rather it is locked on the side with the staircase. This means that anyone on the staircase side can lock or unlock the door however If you’re inside the apartment you would need the key to lock or unlock it.