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UnityTechnologies / Inputsystem_warriors

Example Project for the new Unity Input System

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Unity Input System - 'Warriors' Example Project

warriors.png

Overview

Description

This Unity example project has been created to demonstrate a variety of tools and functionality with Unity's Input System.

You can learn more about the Input System here: https://unity.com/features/input-system

Input System Demonstrated Scenarios

  • Input Action Control Scheme for basic Player Controls (Directional Axis for Movement, Button press for Attack)
  • Setting up Keyboard and Generic Gamepad bindings to the Control Scheme
    • Tested with the follwing controllers: PlayStation Dualshock 4, Xbox One and Nintendo Switch Pro
  • Instancing multiple Player Controllers for a local multiplayer setup
  • UI Input (Virtual Joystick and Virtual Button) for Touchscreen Controls
  • Runtime switching between Player Control and Menu Control Action Maps
  • UI for rebdining action controls to new buttons and joysticks
  • Displaying connected device data in both Screen Space and World Space UI
  • Callbacks for an Input Device runtime disconnecting and reconnecting

Other Demonstrated Scenarios

  • Universal Render Pipeline's Camera Stacking for Overlay UI
  • Universal Render Pipeline's Scriptable Render Pass for Scene Blur UI Overlay
  • Universal Render Pipeline's Integrated Post-Processing for Tonemapping
  • Nested UI Prefab for Displaying Input Device Information
  • Shader Graph for filtering a Mask Map for Team Colors
  • TextMesh Pro for rendering Screen Space and World Space UI Text
  • Scriptable Object for storing Device Display Colors and Display Names

Project Versions and Branches

Important: The project is in continuous development and improvement! Branches are used as 'time-stamps' for project states for Webinars.

Tech Info

Unity Version

Packages

  • com.unity.inputsystem: 1.0.0
  • com.unity.textmeshpro: 2.0.1
  • com.unity.render-pipelines.universal: 7.3.1

Hardware

This example project has been developed and tested with the following input devices:

  • Keyboard
  • PlayStation 4 Dualshock Controller
  • Xbox One Controller
  • Nintendo Switch Pro Controller
  • Android Samsung Galaxy S9 (Touchscreen for Virtual Joystick and Virtual Button)
  • Mouse (For simulating touchscreen input in the Unity Editor)

Software

This example project was developed and tested on Windows 10.

Usage

This example project is publicly available for you to:

  • Use as a learning resource for the Input System or any other implemented feature & tool
  • Use as a foundation for building your own projects
  • Extract code, assets and information for your own projects

If you do use this example project in some form, please feel free to contact Andy Touch (andyt[at]unity3d.com); he'd love to hear from you about your your experience with it!

Credits & Feedback

This example project is developed by Unity Technologies and has involvement from R&D, Product Management, Product Marketing and Evangelism.

If you have any feedback or questions about Unity's Input System, you are invited to join us on the forums: https://forum.unity.com/forums/new-input-system.103/

If you have any issues, errors or feedback about the example project; you can open an issue on this repository or send an email to andyt[at]unity3d.com

Technical Disclaimers & Known Issues

  • The GameManager script has a toggle for spawning a group of Warriors at Runtime.

    • The number of warriors that is spawned is based on a fixed integer variable (manually set in the Inspector), and is not based on the number of input devices connected and detected.
  • When opening the project for the first time, the Pause Menu Screen Blur Effect might not be rendering.

    • To fix this, locate the UniversalRenderPipeline_Renderer_MenuBlur asset and add the Kawase Blur Render Pass to the Renderer Features
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