Hello,
I started to use unity input system but I encountered wall and can’t find answear anywhere.
Until now I was using my own input system.
My game is using mouse button key both for attack and for interating with items around.
Items around had input listener which was activated when interaction was possible.
When this action was performed, then player’s attack action was ignored.
It was working clean in code and in terms of mechanics, without writing extra classes for handling the action priorities since my input system was hanadling it with basic prioritizing.
I want to get the same effect but using unity input system but I am not able to do so.
I tried using custom interactions, but it looks like it can’t work like this since you can’t handle each .performed action individually, you don’t have access to parent action map structure in the action context if you would like to Disable other action/binding etc.
I was able to do similar behaviour by disabling attack action when calling global InputActionCollection item use action, then enabling it back but it is super bad and easy to generate bugs. If there would be something like “Ignore next actions of this binding” that would work better.
Can someone help?
Thanks