Part 1: Introduction to the new Unity input system
Unity has provided developers with game and application development support for many years, and a core part of this is how to handle player input. Unity's new input system not only represents a technological advancement, but also provides developers with more flexible, powerful and customizable tools that can be adapted to a variety of devices and platforms.
Why is a new input system needed?
- Cross-platform support : As more and more device types (such as VR/AR devices, controllers, touch screens, etc.) enter the market, Unity feels the need to provide consistent and efficient support for all these devices.
- Customizability : The new system provides more hooks and extension points, making it easier for developers to customize input processing to suit specific game or application needs.
- Event-driven mode : Compared to the polling mode of older systems, the event-driven mode handles input more efficiently, especially when a large number of input events occur.
Core concepts of Unity’s new input system:
- Device : Represents the actual input hardware, such as keyboard, mouse, touch screen, VR controller, etc.
- Input action : Defines specific input events, such as "jump" or "shoot".
- Binding : Associate a specific input on a device, such as a key, button, or touch action, with an input action.
- Input Action Asset : is a specific file type used to organize and store input actions and bindings.
Sample project overview
In order to better understand and use Unity's new input system, we will create