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Currently user inputs (e.g. keyboard presses, mouse inputs) and resulting actions / commands are coupled. Many actions / commands are executed by systems whose run conditions are the specific inputs.
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Now that the input system is verified as a solution for 2020.1 - might be best for me to start supporting it and finalizing integration with UGUIDOTS.
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I'm having a problem building certain Game only exes due to it failing to read the modified response file for some reason. An easy fix to this is to remove the response file completely and insert the …
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Add multiple input handling options.
- days of the week.
- month as word.
- time with prefix "at" (tomorrow at 15:20).
- today as word
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![image8-inputsystem-alejandro _TTH_](https://github.com/offalynne/Input/assets/105392027/46744ceb-fd91-47ed-abf7-0f5fa8e1a5ab)
**Is your feature request related to a problem?**
I couldn't figure …
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Figure out a way for message color to me easily specified
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### Background and motivation
Currently `TextReader` offers `ReadLine` and `ReadToEnd` methods (and their corresponding async variants). In many cases it is useful to read multiple lines until the en…
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Immediate Mode:
Movement remains as-is
When pressing an item key (zxc), you get a use state. In the use state, all viable tiles are highlighted. For example, if you are holding a spear, then tiles i…
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Currently throwing errors if application is solely using the new Input System package. Only workaround is to use "both" for PlayerSettings.activeInputHandling which is not ideal.
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#### Please check for duplicates, similar issues or closed issues with the same problem, as well performing simple troubleshooting steps (such as deleting the export folder if it's an issue with compi…