Closed baconwaifu closed 2 years ago
Spaghetti is the only way to solve this without having two different projects for each version. All places where input is used would need to be routed into an abstraction layer and dealt with in there through reflection.
Do you have any examples of games where this is an issue?
I have an example I was just trying to work on:
Elmarion: The Lost Temple (https://store.steampowered.com/app/1476230/Elmarion_the_Lost_Temple/), there's a free demo that doesn't want to cooperate because of this issue.
Trying this with Timberborn (specifically the experimental branch), same issue as above
Can you test these builds to see if input works in all games now? input abstraction test build.zip F1 for config manager, F12 for runtime editor.
Solved in ff186f15c4739b86c839864a6a54e49d1cba6166
Semi-relevant stack dump:
Unfortunately, fixing this would require some spaghetti to detect which input system is in use, and then select appropriately. Which game is irrelevant, since this affects every game using the "new" input event system.