using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class SoItMoves : MonoBehaviour
{
private PlayerInput playerInput; // Corrected casing
private PlayerInput.OnFootActions wlak; // Check if OnFootActions is the correct type
private WasdMove motor;
void Awake()
{
playerInput = new PlayerInput(); // Corrected casing and assignment
wlak = playerInput.OnFoot; // Corrected casing
motor = GetComponent();
}
void FixedUpdate()
{
motor.ProcessMove(wlak.Wasd.ReadValue()); // Corrected casing, assuming Wasd is the correct property
}
The tutorial you are copying this from structured things in a very confusing way. What you need to do is double check what you named your Input Actions Asset (the thing where you set up bindings and actions). You need to use that name instead of PlayerInput.
The confusing part is that PlayerInput is actually an existing component in the input system, so their use of that name for the tutorial really confuses people.