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GenerativeArt—MadewithUnity
New Input System
An Introduction
Rene Damm, Input Dev Lead
Status
3
— 1.0-preview out now
— 1.0 (verified) targeted for 2020.1
Goals (1)
4
Consistency
Goals (2)
5
Extensibility &
Customizability
Goals (3)
6
Ease of use
Devices
7
— Devices = collections of controls
— Extensible through layout system
— Activity delivered as events
– Can be generated by anyone
InputSystem.onDeviceChange
InputSystem.devices
InputSystem.RegisterLayout
InputSystem.RegisterLayoutMatcher
InputSystem.RegisterLayoutOverride
InputSystem.onEvent
InputSystem.QueueEvent
8
<Live Demo>
Actions
9
— New asset type + editor
— Flexible bindings
(runtime-rebindable)
– PerformInteractiveRebinding()
— Control schemes
— Extensible interaction model
10
<Live Demo>
PlayerInput
11
— All-in-one component
— Automatic control scheme
switching (single player)
— Easy local multiplayer
— PlayerInputManager for joins and
split-screen
12
<Live Demo>
Touch
13
— Touchscreen
— EnhancedTouch
– Polling API
— No gesture support yet :(
Touchscreen.current
“<Touchscreen>/primaryTouch/tap”
EnhancedTouchSupport.Enable()
Touch.activeTouches
Touch.history
Gamepads and Joysticks
14
— PS4 and Xbox
— Rumble
— HID Joysticks
– Unrecognized HID Gamepads
Gamepad.current
Gamepad.SetMotorSpeeds(left, right)
Mouse and Pen
15
— Pointer abstraction
– Mouse, pen, touch
— Pen pressure and tilt
Pointer.current
Mouse.current
Pen.current
Pen.pressure
Pen.tilt
Keyboard
16
— Stable WASD (fixed key codes)
— Can bind by either display character
or key code
— No-GC-heap-garbage text input
Keyboard.current[KeyCode.A]
“<Keyboard>/a”
“<Keyboard>/#{a}”
Keyboard.onTextInput
Other
17
— Sensors
— XR Support
— uGUI Support
— On-Screen Controls
— EditorWindow Support
— InputTestFixture
Future
18
— Deprecation of old input system
— DOTS/ECS
— Broader device support
— More features
Resources
19
— Samples
— Documentation
— Forum
— GitHub
GenerativeArt—MadewithUnity
Thank you.
#unity3d

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