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I'm not sure, especially with no code to look at, but it sounds like you're just storing an arbitrary relationship between the player # and your...
So on the topic of preserving between scenes, you can either have an object in the scene and have a script that calls...
The code you posted won't even compile on its own, I don't think. PlayerController is not one of Unity's classes. If it's your own, then we have...
So it's a little hard to tell everything that's going on (one big point is if you have it set to Join Players Manually or not), but a couple...
Seems like this still works :p. So, I've added a YouTube video to actually go through the project a bit: [MEDIA]
I just tried installing the latest version, only selected Windows Build Support, and after the editor, it automatically launched Visual Studio...
This is a common problem, I think. Best short answer to my mind is, there isn't much of a frontend for this kind of thing yet, and the pairing...
Odd. I guess I would try Debug.Log("whatever") in your method that is supposed to be triggered. Just confirm it's not getting hit at all. If...
Also, you kept the same (Send Messages) behavior?
From your first screenshot, it looks like the first slot in the PlayerInput component there is empty. When you click Create Actions, it's...
This should work: var allUnpairedDevices = InputUser.GetUnpairedInputDevices(); foreach (var dev in allUnpairedDevices) { if...
Yes and no :). I can't even recall the event systems/modules/etc... stuff right off the top of my head, but I did get some form of progress....
Just following up on this...it's getting kind of ridiculous. I'm not sure if this is just a problem where the Input System has not been designed...
Haven't tried using this event myself, but first thing I might try is confirm that the Input System is properly convinced that there has been a...
Saw a little activity on this thread, so I thought I'd close the loop I opened. I went about this local selection bit a different way, and I...
So, I'd like to have a model in blender, with vertex groups based on where I need a different material. In the past, I've created procedural...
Struct InputAction.CallbackContext | Input System | 1.0.1 (unity3d.com) According to that... Note that an action may also change its phase in...
I haven't done much with this myself yet, but in the package manager, you can expand the "Samples," and there are lots of handy sample scenes to...
This is in the documentation here: How do I…? | Input System | 1.0.1 (unity3d.com) A bit less than halfway down, there's code for listening for...
Yup, that's what I was saying about the PlayerInput component. If you put that on your player object, it will respond to whatever actions asset...