Today InputActions requires to be attached to a single GameObject, but it's really a pain to deal with, especially in test scenes (as @Hellowizz was probably able to see lately).
The only reason for that is I thought it would need to be updated every frame to provide menu input (i.e MenuNavigationX and MenuNavigationY), but I bet that it isn't that useful.
(for instance @CoralieGold, in your menus development branch, how do you get input for navigating in the menus ? I bet it's not via InputActions and it's not bad in either case).
I want InputActions to be a genuine static class accessible from anywhere, including test scenes, without having to create a dedicated GameObject for it every time.
This means ditching the automatic Update() stuff which only purpose is to be a convenience that nobody actually uses for now.
Today
InputActions
requires to be attached to a singleGameObject
, but it's really a pain to deal with, especially in test scenes (as @Hellowizz was probably able to see lately).The only reason for that is I thought it would need to be updated every frame to provide menu input (i.e
MenuNavigationX
andMenuNavigationY
), but I bet that it isn't that useful. (for instance @CoralieGold, in your menus development branch, how do you get input for navigating in the menus ? I bet it's not viaInputActions
and it's not bad in either case).I want
InputActions
to be a genuine static class accessible from anywhere, including test scenes, without having to create a dedicated GameObject for it every time.This means ditching the automatic
Update()
stuff which only purpose is to be a convenience that nobody actually uses for now.