Can actions pre-empt other actions?

Is it possible to have two separate actions that use the same button but one requires a modifier? Currently it seems that actions cannot be pre-empted in any way unless they are a part of the same binding but with stacked interactions.

ie: I want to take an action on the user pressing 1 and a different actions on CTRL+1

Not ATM. It’s on the list for after 1.0. Will solve this problem as well as in-game UI actions needing to prevent gameplay actions from triggering when resulting in UI input.

That’s good news, although in the meantime it does make adopting the input system less ideal. I’ll keep an eye out. Thank you!

I’m having the same issue. Being able to map input combinations is really important to gamepad-oriented games.

Additionally, it would be nice to be able to use an action as an input in another action. E.g., set up joystick, dpad, wasd, arrow keys to Move, then in another action set up Move + modifier button to Run.

It’s certainly possible to duplicate all the setup from Move, but combining actions with new interactions would be a powerful tool for the designers.

Agree.

The request to be able in one way or another to map input once and then go and map it again has come up occasionally during the development of the input system. Think it’s something worth at least giving some more consideration after 1.0.

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Came to this forum looking for a way to do that. Sad to hear it’s not possible.

So, in the meanwhile this feature is not supported, what is the recommended workaround? To make a non-modifier action and check for the modifier during runtime, inside the handler? If so, what’s the proper way to deal with control schemes?

@Rene-Damm Is this still the case where modifiers aren’t possible with a keyboard. I’m specifically looking to use the new input system and detect when a modifier is pressed during mouse movement.

I figured a solution by binding a Delta [Pointer] and in the code callback checking if Keyboard.current.altKey.isPressed.