Input System - ongoing development?

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?

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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.

Where are you seeing this? I have Preview packages enabled and I only see up to .3?

Anyway, I’m really glad to hear that there’s activity on the GitHub! I’d like to stick with Input System, as I think it’s well designed.

EDIT: GitHub tags only to up to 1.1.0-preview.2 so I can’t tell what’s in .5 unfortunately.

Here I’m talking about how you can install versions you can’t see in the package manager:
https://discussions.unity.com/t/849046/2

That’s very helpful - thank you.

I’ve updated the thread’s title to be less dramatic. I’m very pleased to see that development continues!

I mean, this doesn’t look like it’s a priority for Unity to me.

7384904--901262--upload_2021-8-3_15-1-1.png

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.

7384904--901265--upload_2021-8-3_15-2-10.png

So…

IMO, do not use this, use something else.

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What does “native input” mean?

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…”.

Pretty sure they mean they switched to Rewired or InControl or something similar (google them +Native Input).

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Am a big fan of Rewired and the works of @5argon on light weight and fast input.

Looked a bit closer at the pulls for New Input System. Even more worrying, it seems to have no direction.

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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.

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