I have some feedback regarding example shown in this video:
Why would you do interaction like that?!
It is unmanageable, can bring strange issues, doesn’t have any additional benefits.
Also, because if this, video shows Input System as “New Input System with most awkward workflow possible”
Is it because of “It being easier for beginners?”, if so, why even choose example like that. Why not go with something easier like… shooting a gun.
In this example player is dependent on chair and door, what if designer removes one and forgets to update Player Input object? Scene breaks! It’s simple mistake that can quickly became a huge annoyance.
This can lead to bad practices and crappy project structure.
Hi there. We’ve heard your feedback on this example and the fact that some think that the way we showed picking up the chair is not an optimal example for use in production. Sometimes in the course of making a tutorial we want to show an example of a feature in a simplified way, and sometimes that way is not the way it would be done in production code. This is done in the service of making something concise, small and hopefully easy to get started with.
The hope with this video was that showing something more ‘game like’ with a small puzzle would make the tutorial more interesting and engaging, but as we hear from the feedback, some of you feel we missed the mark. We hear the feedback that folks would like a more production oriented example and we will do our best to produce something that meets those needs. Thanks for your feedback - Matt Schell, Lead Online Evangelist