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Old input system compatibility issues

Discussion in 'Input System' started by zhuxianzhi, Dec 3, 2019.

  1. zhuxianzhi

    zhuxianzhi

    Joined:
    Mar 30, 2015
    Posts:
    122
    Third party libraries / packages I use, such as Unity packages
    com.unity.renderpipelines.core@7.1.6, Runtime / Debugging / DebugManager.Actions.cs: 111 all use the old input system.
    Once the new input system is enabled, it does not work properly, can you expect a compatible old input mode, so that you can quickly upgrade.
     
  2. Rene-Damm

    Rene-Damm

    Joined:
    Sep 15, 2012
    Posts:
    1,779
    There's some bugs we had reported for the setup but in general, it should be possible to run projects with "Active Input Handling" set to the "Both" and having both old input and new input code work in the same project.

    Unfortunately, we don't yet have a solidified plan for migration. One idea that keeps floating to the top, though, and that stands good chances of making the race, is to implement a compatibility package for the old input system on top of the new system such that you could simply keep the compatibility package in your project for as long as there is still code using the old APIs. The downside is that this would inevitably bring behavioral changes, at least for gamepad and joystick input.

    But yeah, ATM it's still up in the air.
     
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