Håkan Sidenvall
Håkan Sidenvall
Closing this PR since a similar change have been routed via https://github.com/Unity-Technologies/InputSystem/pull/1593. It was slightly modified to not break backwards compability. Thanks for your contribution and it has been mentioned...
Out of curiosity, what performance improvements have you observed with relation to these changes? Based off the description it sound like this is an enabler for further improvements.
Thanks for your contribution @jamre. Following-up on this PR we have noticed that nowadays `effectivePath ` is used, hence this PR can be closed since what you wanted to achieve...
Thanks for posting this proposal. I think the API surface is small and easy to grasp in general and the examples help illustrate usage. Starting off review with mainly questions...
Review meeting Clarified that this is mainly an escape hatch (globalAsset) and support for versions without code generation. ``` public static partial class Input { public static InputActionAsset globalAsset {...
InputInteraction is unclear why it should be used when strongly typed anyway, might no longer be needed. What if we remove parts we depend on from editor. Then code wouldn't...
@chris-massie I updated the changelog conflict and can merge this one as soon as CI is green.
Regarding Pressed, Released, Down, Up. I think its key to keep consistency in these. E.g. Pressed is an event/transition so is Released right? Down/Up are absolute state evaluations right? -...
Regarding previous comment/feedback > @ekcoh The intent was that Pressed means this control is currently held down. Maybe IsHeld is better? Down and up are the actual state transitions. Those...
Just for clarification I assume this API is also subject for down-sampling to frame granularity?`E.g. use-case example: `Perform some gameplay action when both the left keyboard Control key and left...