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0.9 considered feature complete

Discussion in 'Input System' started by jonas-echterhoff, Aug 1, 2019.

  1. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    Aug 18, 2005
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    This is just a heads up - at this point we are considering Input System 0.9 to be feature complete, and we will focus on bug fixes and documentation to get us from here to a 1.0 release. (We have some ideas for further feature work, but that will happen post-1.0).

    So, functionality-wise, what you see in 0.9 is what we want to ship. Please report bugs for any outstanding issues.
     
  2. JakHussain

    JakHussain

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    Is there anywhere we can look to check out the roadmap/timeline of your future developments post 1.0?
     
  3. Onat-H

    Onat-H

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    Mar 11, 2015
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    195
    Strangely 0.9 doesn't appear in the pacman... and it isn't even resolved directly changing the manifest, what could be the reason for this?
     
  4. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    Post-1.0 plans still need to be finalized. Two major areas of new work will be building a deprecation path for the old input code (likely by making it run on top of the new input system), so that we don't need to support platform backends for both new and old input for each platform, and building/adapting the new input system for DOTS.
     
    dzamani likes this.
  5. felipemullen

    felipemullen

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    Mar 4, 2017
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  6. JakHussain

    JakHussain

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    Oct 20, 2016
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    I'd imagine supporting DOTS would be a significant rewrite since the Input system is event driven but raising and responding to events in ECS is totally centred around creating and destroying event entities. Will it be one Input API that supports both or will there be a separate DOTS input package?
     
  7. frarf

    frarf

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    Nov 23, 2017
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    You can just use the polling API to get data directly instead of using events in ECS. eg:

    Code (CSharp):
    1. public struct InputData : IComponentData
    2. {
    3.     public InputMasterMap map;
    4.     public float moveDirection;
    5.     public bool shouldJump;
    6. }
    7.  
    8. public class InputDataSystem : ComponentSystem {
    9.     protected override void OnUpdate() {
    10.         Entities.ForEach( (ref InputData inputData) => {
    11.             inputData.shouldJump = inputData.map.Jump.triggered;
    12.             inputData.moveDirection = inputData.map.Move.GetValue<float>();
    13.         });
    14.     }
    15. }
    16.  
     
  8. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    Aug 18, 2005
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    1,666
    The details will still need to be ironed out. I hope that a lot of the low-level code could be reused, but a lot of the higher-level code would be rewritten, so the API will likely look different.
     
    cultureulterior and recursive like this.