Hi guys, I was starting to create a state machine for my player, and I asked myself… why not use Behavior? To create the states it was good, but I missed the conditional modules with the Input System package, I think it could be interesting… what do you think guys?
Hi CanvasDEV,
This is something we would like to do in the future, same with providing more message for Physics. There is actually quite a bit of UI/UX implication (like what the source we should take the input from - PlayerInput? Controller specific? Project-wide?).
I’ve actually implemented an example using InputSystem Project-wide InputAsset on the Behavior Demo, let me know if this help ![]()
I hadn’t seen this demo, thanks for sharing! ![]()
For anyone who needs it… it took me a while to find it, but it worked.
In the Behavior > Game > B_StateMachine_GameMode file you’ll find an example using Input to Pause the game (image below).
You can click on EditScript and see the class. I created a Modifier in my project, copied it and made some small changes, but overall it worked perfectly for me.
Sorry for not pointing out directly toward the node, I hope you didn’t loose too much time looking for it.
Did the provided documentation helped?
I forgot I had documentation and only realized it later…
I didn’t even look for the pdf, I went straight to the scenes and nodes. As it was my second contact with the package, I took the opportunity to see all the modifiers and how you used the nodes, especially the flow nodes. The documentation within the main graphs helped me, I only missed it when I went to see the PlayerAgent and PlayerAgentModule scripts, I didn’t understand the usability very well but, as it wasn’t an impediment, I continued without problems.
