some months ago i changed to the new Input System.
I like it, because rather then doing “if keyDown is ‘F’ do something” i can instead declare some Action.
Later i can bind this action to whatever key without changing code.
now i changed from UI to UI Toolkit.
This allowes me to RegisterCallbacks to Elements.
But this is again the old way “if keyDown is ‘F’ do something”.
after looking more into this i changed my mind. Now i will do this:
The Hard UI throu UI Toolkit will have some RegisterCallback but not too many because those will be unREbindable.
The rest, mainly ingame controlls, will go throu the New Input System.
But out of curiosity, what do you mean with this:
Do you have any Examples or Vids i could check out on this?
Just a central manager that you can read/register all inputs through. Be it a singleton object, static class, whatever. I don’t know any tutorials, it’s something you should be able to do with enough C#/Unity knowledge.
You mean like an InputManager Singleton that does Update( AnyInput → some Action ) ?
But thats currently how it is handled.
I hoped you had something else in mind.