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Author Topic: Unity’s New Input System  (Read 967 times)

enuru99

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Unity’s New Input System
« on: April 02, 2022, 09:22:53 AM »
Hi all, Ive decided to take my project game in a different direction and started a new project reusing a lot of my old FSMs and assets. I figured this would be a good time to also switch to the new input system and am now struggling with recreating my FSMs using the new input system. I think my issues might be because I was using physics/add force for movement rather than a character controller. So when I add force now it’s being applied based on my inputs rather than the axis I’m trying to assign the force too (my ship now has a strafe rather than only moving forward and backwards) so my question is, should I persevere and lose a bunch of time figuring this out because later down the track I’ll see the real benefits of the new system or should I use the old system because I already sort of understand it and there’s probably a lot more information online so I’m more likely to be able to find solutions to things I might want to implement?