Author Topic: New Input System Support  (Read 61 times)

re77

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New Input System Support
« on: September 24, 2020, 02:01:50 PM »
Hello, I'm exploring your TGS package and currently it doesn't support unity's new input system.  Are there any plans to add support?

Thanks!

Code
InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
TGS.TerrainGridSystem.LateUpdate () (at Assets/Plugins/TerrainGridSystem/Scripts/Core/TGSPrivate.cs:412)

InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
TGS.TerrainGridSystem.TriggerEvents () (at Assets/Plugins/TerrainGridSystem/Scripts/Core/TGSPrivate.cs:3421)
TGS.TerrainGridSystem.LateUpdate () (at Assets/Plugins/TerrainGridSystem/Scripts/Core/TGSPrivate.cs:415)


Kronnect

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Re: New Input System Support
« Reply #1 on: September 25, 2020, 05:02:43 PM »
Hi,

Truth is there're a few input systems available, including this new Input package (which is optional) and many others on the Asset Store (ie. Rewired, etc.), not counting the different platforms (mobile, VR, etc) which may also require custom input system due to additional buttons, pads or joysticks.
Because  there're quite a number of options, we have no plans to include support for new input modules unles they become a defacto standard. Currently this is the first time it has been requested so sorry, not at this moment but maybe in the future as that new system could become the new stardard.

Said this, it shouldn't be complex to replace the Input.* calls in this asset with other alternatives since they're not too many uses (excluding demo scenes).

Regards