I’m starting to regret switching to Input System for my project - I’m left in a situation where none of the versions work properly with multiple bindings on a single Action (I can swap one bug for another, but none of them work properly), my bug reports are ignored by Unity, and the main developer has gone silent.
There hasn’t been an update since 1.1.0-preview.3 in February 2021 (6 months ago), and Rene Damm hasn’t been active on the forum since March.
What is the future of Input System? Is it still Unity’s focus? Or is my future time better spent learning and integrating a third-party system instead?
This isn’t true. You’re mistaken. I’m using the Version 1.1.0-pre.5 - May 14, 2021 version, that’s the latest available through packages. But there is significant development on the official GitHub too, so the project is very far from dead. https://github.com/Unity-Technologies/InputSystem/graphs/commit-activity
The question if you want to use InputSystem in the future or not is really up to you. Since the project isn’t dead, I personally prefer it over third-party solutions. But it should be your decision.
I mean, this doesn’t look like it’s a priority for Unity to me.
OMG, a couple dozen commits over a period of 5 months. Obviously this is top priority. You should see the non-priority features, they have negative commits per year, if they’re lucky.
In the meantime, every developer is removing Unity Input and using some sort of native input instead, since Unity’s feature causes more problems than it solves.
Here are release notes from a fairly high profile newly released Steam game that uses Unity.
A little scared of the answer. I think it’s probably a variation of “make own C++ native handling of input, running somehow in its own process, and feeding filtered input to Unity, somehow…”.
This is exactly what I wanted to hear. Been struggling really hard with the Input System after installing the package for a new project and I’m glad to see my frustrations are not simply due to lack of experience.