
Explore four Unity input system approaches, from quick prototypes to commercial-ready setups, set up a simple 2D project with folders for scripts and sprites, and import the new input system.
Install the new input system from the package manager and restart the Unity editor. Then enable the new or both input handling in the project settings.
Create a mouse variable set to current, check for null, detect left button presses, scroll with read value y, and read position with debug logs using direct workflow syntax.
Explore embedded workflow for Unity's input system, creating input actions, bindings, and listen button setups. Subscribe to performed and cancelled phases, and test with keyboard and gamepad bindings.
Create 2d movement in all directions with embedded workflow, and demonstrate a 1d left-right movement, noting that this workflow is hard to rebind and less suited for commercial games.
Create an input action asset, define action maps like player normal and underwater, add actions such as jump and move, and bind keys and gamepads for rebinding.
Flip the player by rotating its transform 180 degrees when moving left or right, controlled by a facing right boolean and a dedicated flip function called during update.
Create a new C sharp script named tech controls, attach it to the player, and check gather input to start the attack when try to attack is true.
Explore how the started phase triggers when pressing the binding and how the performed phase fires after interactions complete, demonstrated with a jump action using a hold duration in Unity.
Prepare the player input workflow by configuring an action asset and the player input component, enabling rebinding, editor-driven setup, and cross-device control schemes (keyboard/mouse and gamepad) across four approaches.
Demonstrate broadcast messages in the Unity input workflow for handling input on child objects; bind the mouse left button and log results, noting send messages require the player input component.
Explore invoking unity events by wiring player input actions to unity events, handling started, performed, and cancelled phases, and wiring move and attack callbacks for flexible cross-object scripting.
If you struggle with the new Input System, or you want to transfer your projects from the old input system and create a functional rebinding system, then you are at the right place.
You can easily follow the course by downloading Unity projects: 2D Platformer and 2D top-down RPG perspective. After you download them, unzip them and open them through Unity Editor. Then you are ready to start following the lectures. Of course, if you wish, you can use your assets. We will also quickly analyze the input of Unity's official 3D asset and see which workflow they use.
In this course, you will learn how to use the new Input System in 4 main ways:
Direct
Embedded Actions
Actions Asset
Player Input Component
Some of the main ways have iterations within them, and of course, we will go through all those iterations. This gives you knowledge and options to choose what is the best option for your game and coding style.
In the last part of the course, we will create a custom rebinding system. This system is really important if you want to make serious commercial games.
Trust me, I have seen it multiple times, you can get negative reviews on Steam if you don't have a rebinding system. User experience is limited if players can't adjust the game and controls for their needs. So, every commercial game needs a rebinding system.
The rebinding system from this course is unique, you won't find tutorials about it anywhere else. The system will automatically detect and swap duplicate bindings. The changes are persistent, meaning they will be preserved between play sessions.
So, improve your game development skills, learn the new input system in the right way, and create a professional rebinding system that players can use to set up custom controls.
Customer Support:
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Thank you for your time and see you in the course lessons.