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Unity's new input system vs Rewired

Discussion in 'Input System' started by BinaryEclipse, Aug 26, 2020.

  1. BinaryEclipse

    BinaryEclipse

    Joined:
    Sep 1, 2016
    Posts:
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    So budget is not a problem. I have used both rewired and I've started using unity's new input system. So far unity's new input system has really impressed me with its usability and I was wondering if it's ready as a pure replacement to rewired. I read that some people had remap issues, but in my experience, remapping with rewired was already super convoluted, so is this much worse?
    Can anyone sway me one way or the other? I'd really like to use unity's system because it very easy to use and has a great interface. It's for a rather large sized project that will be over the course of two years.
     
  2. rz_0lento

    rz_0lento

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    Oct 8, 2013
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    2,218
    I'd recommend you to test the new input system on your target platforms and devices. If you look at the forums here, you'll see people have all kinds of trouble with it even while using just basic functionality from it but their issues might not concern you and your use cases.

    I've personally evaluated this input system every now and then, but even more for past 2 weeks now on 1.0 and 1.1 preview and it's completely bugged on everything I try to do with it. It's unusable level broken out of the box for almost everything I need from it and I've been hacking and patching it every day here. Basically every second feature and device I test has it's own quirk I need to workaround. But this also boils down to me wanting to support more than xbox controller and keyboard on windows (those two work somewhat fine with it).

    As for rebinding, 1.1.0-preview.1 has ability to save and load rebinds. If you go this route, do check their rebinding UI example and note that it's using the asset-workflow for input system. If you use the generated c# class thingy, you need to setup the rebinding differently (which isn't documented but should be trivial to figure out once you know there's a difference between these two workflows).
     
  3. Bas-Smit

    Bas-Smit

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    Dec 23, 2012
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    Pff I just started with the input package, on my official xbox pc controller gamepad.aButton.wasPressedThisFrame is totally broken. It becomes slightly more reliable when I make sure the game view does not have focus................. You decide
     
  4. forestrf

    forestrf

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    Aug 28, 2010
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    The new input system seems pretty good. Complex, but with lots of features.
    But it seems to have a performance hit of half a millisecond when receiving input while the old input system was "free" in comparison
     
  5. creat327

    creat327

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    Mar 19, 2009
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    1,408
    Rewired is hands down better still. Too bad Unity 2020 introduced a bug (not fixed for over 8 months already and several releases), so that you can't use rewired on Windows Store games. UWP.

    Details here: Rewired Documentation | Known Issues (guavaman.com)

    Annoying as hell, because the options are now, unity input system or unity input system. Which works like a nightmare.
     
    AlanMattano likes this.
  6. RedRiverStudio

    RedRiverStudio

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    Sep 8, 2014
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    Ive just scrapped Rewired in my project, just to have the "new" input system not support knuckles, the whole reason I scrapped rewired.
     
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