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Sorry but that's a pretty naïve response. I do wish Unity had used the term "PhysicsUpdate" instead of "FixedUpdate", but it is a legacy term...
I bet my workaround from years ago still works for simple stuff... This is truly a sad state of affairs.
This is what the forum is all about heh; we all lift... together.. together...
Huh, this is a bit of necro. Tickled my interest though. I'm sure none of this has changed recently, but this should get you a naïve list of...
It takes a minute to read up on! It is definitely an improvement over the OG input system in 99% of cases. Now that Unity Remote is mostly...
As far as this script is concerned, it just creates 2 "Keyboards" and remaps keys for you. IE: Virtual Keyboard #1 thinks WASD is arrow keys,...
Oof at 2021LTS breaking stuff - I'll take a look when I can! I haven't moved up yet myself.
It was a pleasure complaining with you sir :)
Ooo, this looks like it may be a hardware thing! :D My favorite kind of quirk. What device?
Its basically *not* the app's fault O_O Its deep in the Unity Editor core from my reading of @Rene-Damm 's comments.
Attached what I think is a fix. I was passing UnityEngine.Time, but now cache the time an originating event was generated and then re-inject....
https://forum.unity.com/threads/new-input-system-and-unity-remote-5.735968/page-2#post-7409885 Any time somebody says "This cost us money" I'm...
What version of Unity and InputSystem are you using?
@Rene-Damm This thread was made in 2019. I built a workaround anyone is free to use for at least touch inputs if they're willing to enable the...
There is a temporary event injection work around script attached here. It sucks to have to do it, but if you enable the Old and New InputSystem...
The old / original system was basically "It uses Update" so you were effectively limited to your FPS. You can actually manually force the new...
Yeesh thats a crytpic bug heh. I haven't tested with 2021-anything yet, will try to take a look this week! @Rene-Damm How's that official Unity...
Even in the case that you dont want to or can't use the PlayerInputManager/PlayerInput pattern (it does have drawbacks), you can still use...
If your input system uses FixedUpdate and you set Time.timeScale to 0, you won't get FixedUpdate anymore because time is stopped! Working as...