Hey!
I’m using InControl as a third party input library and it’s working with Cinemachine just fine by overriding the delegate provided in CinemachineCore with a simple wrapper.
My issue is that it seems Cinemachine is polling input in the editor. When I first boot up the project, I get a bunch of error logs complaining about missing input axes. If I play in editor, my code overrides the static delegate and, upon stopping, the errors go away since the static reference sticks past play mode. A solution, but not elegant.
I’m about to throw a quick [InitializeOnLoad] call on an editor script to override the delegate on editor boot but was wondering if there was a best practice or a better way (short of editing the source) to make this happen.
I’m also curious as to why the input is being polled at all at edit time. I don’t use many of the built in features yet, so I imagine there is good reason for this (live preview?), so this question is mainly for my own curiosity.