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Official Project-Wide Actions - 1.8.0-pre.1 release - Feedback wanted

Discussion in 'Input System' started by Schubkraft, Sep 6, 2023.

  1. Schubkraft

    Schubkraft

    Unity Technologies

    Joined:
    Dec 3, 2012
    Posts:
    1,067
    Hello Input System users!


    We just released a preview release of the Input System (1.8.0-pre.1) which contains a new feature called Project-wide Actions. We would love to get your feedback after trying it out. Since this is a pre-release feature your feedback will go a long way in shaping it and improving it for everyone else. Please use this form for your comments https://forms.gle/67brxDs5xWtzGGmz9


    We added default project wide actions which should help with prototyping and improve some of the main workflows of the Input System. These actions are available from the Input System settings tab in the Project Settings.





    Installation
    You can go to Package Manager -> Add Package and add it to a project there if Input System isn't already present in your project.
    Otherwise you can manually edit your <project>/Packages/manifest.json file and add "com.unity.inputsystem": "1.8.0-pre.1" to the dependencies.

    Once backports land it will also be discoverable in the package manager if preview packages are enabled in the Preferences.

    The minimum Unity version needed is 2022.3.0.


    KNOWN ISSUES
    • When opening the Input Debugger window, the window can be empty on first install. To workaround this issue try switching the Input backends back and forth in the Project Settings -> Player menu.
    • The Project Settings -> Input Manager can also be broken on first installs, to fix this try switching the Input backends back and forth in the Project Settings -> Player menu.

    • These newly added project wide input actions are modifiable but currently, there is no way to reset them to their defaults, please keep that in mind when modifying them.
    Thank you!
     
    Last edited: Sep 6, 2023
  2. APSchmidtOfOld

    APSchmidtOfOld

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    Looks interesting. :)
     
  3. PaulMDev

    PaulMDev

    Joined:
    Feb 19, 2019
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    67
    I don't know about this.
    It does make it easier to learn the input system which is great. But not having the flexibility of assets feels a bit dangerous on a large project.
    Generally I think project-wide settings should be avoided.

    I think it goes back to the compromise of making the tool easy to learn or making it robust for big projects.
    Maybe having the window show all of the Input Actions assets that were found in the project, and creating one by default when installing the package would achieve the same thing?

    (I wasn't able to access the from, did you close it?)
     
    Last edited: Sep 24, 2023
    Walter_Hulsebos likes this.
  4. Schubkraft

    Schubkraft

    Unity Technologies

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    You can still create new action map assets yourself and use them just as before. The global actions are just a default set that you can use to start with and expand if needed.

    Wiil check on the form tomorrow when I'm back at the office.
     
  5. Lurking-Ninja

    Lurking-Ninja

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    9,903
    Here is some *khm* grumpy feedback just in case. I still standing astonished how you guys don't talk to each other. Every fricking department develops their own solution to problems. Why wouldn't you use the already editor-wide standard method to embed an action asset in the settings page like the: input settings, URP settings, HDRP settings (just from the top of my mind) do? Now you will be chasing a metric ton of silly bugs instead of rely on the more mature editor you already have... Anyway.
     
    BTStone likes this.
  6. Schubkraft

    Schubkraft

    Unity Technologies

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    It should now be accessible for everyone if you want to give further feedback. Thank you.
     
    PaulMDev likes this.
  7. X3doll

    X3doll

    Joined:
    Apr 15, 2020
    Posts:
    33
    Having a global setting for input is finally a good starting point to leverage inputs in a rational way.
    Here is my two cents.

    As you did with graphics, you should have a selector on top that selects the currently active "Action Map" and switches input action assets during runtime/editor time ( Really needed, especially runtime ). In this way, you have the old-fashioned new input system with assets but you select literally the "default input action asset" by default project-wise.

    P.S.
    Why rewrite the entire UI for the new project inspector, when you already have it???
    The need to stay in project settings is because you want to leverage an input action project-wise, already set. That is cool, but... why do you simply put an input action selector in the project settings with the default input action already selected?
     
    mariandev likes this.
  8. Ukyuu

    Ukyuu

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    Jun 3, 2020
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    Hello. I have to say that I agree with this. If it simply created an input action file and selected it as the "project-wide default" file all videos and tutorials about the new input system would still be widely relevant and just an addendum would have sufficed to the content creators out there.

    That said, it comes with everything already configured for basic needs which is excellent for beginners. As one myself, which has been barred of this whole new input thingy the whole time because the interface of the officially released input system is broken to the point of making the whole damn feature unusable. So this pre-release makes it one less barrage I have go through to learn unity overall.
    Now it'd be very perfect if you could get rid of the "string" thing, but that's nothing a script with some set variables can't fix.
    I'm having a lot of difficulties to learn unity, including the Input System thing, with the "unity learn" part being either out-of-date or just not what I want to learn about or how I best learn things, when not absent entirely, videos are in English, which is not my main writing is fine, but oral is hard to understand especially for fast-speakers. The input system is one such thing where the resources available never quite got me there, and the fact I had to download a whole "unity" beware of the version (not the major but even the minor most) was/sometimes still is troubling as hell.
    By the way, if you intend to make it the standard input system, does that mean that in the future the input system will be the standardly installed one, and the old input manager will be a "compatibility package" ?

    Overall, this update fix the broken interface, adds a lot of clarity to the input system, comes with most 3rd person controls already in. While I wish it was part of a 3rd person project template for 2022. I'm, I admit, very satisfied. The whole controller part was one of the reasons I hesitated between unity and unreal. C# had me stay, but with this, I'm just glad I stuck to it for long enough to learn about this preview package and can only hope it's going to be pushed into the released state as soon as possible.

    Sincerely, a happier beginner.
     
  9. APSchmidtOfOld

    APSchmidtOfOld

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    Damn!
    Can I test it in 2021.3 anyway? Is there really something in 2021.3 that would prevent the scripts to work?
     
  10. Peter77

    Peter77

    QA Jesus

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    Because reinventing the wheel is more fun than using someone else's solution, and it also avoids any issues that may arise from using an existing solution with bugs or limitations. I believe that this is one of the reasons why several Unity systems have subpar quality, as they are not utilized internally and people work around them instead of fixing/improving them.