Search Unity

What's the added use of Input Maps if I can create multiple assets?

Discussion in 'Input System' started by Jordii, Jul 15, 2019.

  1. Jordii

    Jordii

    Joined:
    Sep 14, 2010
    Posts:
    135
    Just a question so hopefully I understand things better. Right now I don't see the use of having InputMaps OR having multiple input assets. Say for instance I want one configuration for my player, and another one for menu navigation, and I would Enable/Disable them accordingly. It seems logical to me to each have their own input mapping in one asset. They both seem to sort of do the same thing.

    What is the difference between the both, and when would I resort to either of them?
     
  2. Obviously I have limited experience with it since it is a very fresh system. But what I got out of it:
    - maps are always in memory, they are only logical separators
    - assets can be load up dynamically and can be cleared out of the memory when they aren't needed

    Also if you put together assets and Addressables you can change your default bindings in an update fashion easily. Or just add some new functionality after your game is shipped.