The Ultimate Input System With Rebinding In Unity

Posted By: ELK1nG

The Ultimate Input System With Rebinding In Unity
Published 10/2023
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 2.79 GB | Duration: 4h 15m

Set up the new Input System for 2D and 3D games in Unity and create a fully functional Rebinding system for your games

What you'll learn

Learn the new Input System and its 4 main ways of implementation

2D Platformer, 2D top down RPG and 3D example

Rebinding System which detects and swap duplicates

Transfer your project from the old to the new Input System

Requirements

Beginner C# knowledge

Unity Editor Basics

Description

If you struggle with the new Input System, or you want to create a functional rebinding system for your game, then you are at the right place. In this course, you will learn how to use the new Input System in 4 main ways:DirectEmbedded ActionsActions AssetPlayer Input ComponentSome of the main ways have iterations within them, of course, we will also go through all those iterations. This gives you knowledge and options to choose what is the best option for your game and coding style.You can follow the course by downloading Unity projects: 2D Platformer and 2D top-down RPG perspective. After you download them, unzip them and open them through Unity Editor. Then you are ready to start following the lectures. Of course, if you wish, you can use your assets. We will also quickly analyze the input of Unity's official 3D asset and see which workflow they use.In the last part of the course, we will create a custom rebinding system. This system is really important if you want to make serious commercial games.Trust me, I have seen it multiple times, you can get negative reviews if you don't have a rebinding system. User experience is limited if players can't adjust the game and controls for their needs. So, every commercial game needs a rebinding system.The rebinding system from this course is unique, you won't find tutorials about it anywhere else. The system will automatically detect and swap duplicate bindings. The changes are persistent, meaning they will be preserved between play sessions.That is something every game needs to have, and the players will be thankful because they can set up custom controls.Customer Support:I respond to all messages if you get stuck anywhere or need help.Thank you for your time and see you in the course lessons.

Overview

Section 1: Introduction and Setup

Lecture 1 Introduction and Project Setup

Lecture 2 Import Input System

Section 2: Direct Workflow

Lecture 3 Intro and Keyboard Implementation

Lecture 4 Gamepad Implementation

Lecture 5 Mouse Implementation

Lecture 6 Movement and Examples

Section 3: Embedded Workflow

Lecture 7 Embedded set up and Syntax

Lecture 8 Embedded Syntax 2

Lecture 9 Embedded Example

Section 4: Action Asset Approach [2D PLATFORMER]

Lecture 10 Download Starting Project

Lecture 11 Platformer Intro

Lecture 12 Input Actions

Lecture 13 Control Schemes

Lecture 14 Inspector Refference Approach

Lecture 15 C# Generated Approach

Lecture 16 Player Movement

Lecture 17 Flip

Lecture 18 Jump

Lecture 19 Ground Check

Lecture 20 Attack Preparations

Lecture 21 Basic Animations

Lecture 22 Blend Tree and Jump Animation

Lecture 23 Attack Animation

Section 5: Interactions and Processors

Lecture 24 Interactions

Lecture 25 Processors

Section 6: Started vs Performed

Lecture 26 Difference between phases

Section 7: Additional Approach

Lecture 27 Additional Approach

Section 8: Buttons with Modifiers

Lecture 28 Buttons with Modifiers

Section 9: Adjusting Gamepad Behavior

Lecture 29 Adjusting Gamepad Behavior

Section 10: Player Input Workflow [2D TOP DOWN RPG]

Lecture 30 Download Starting Project

Lecture 31 Player Input Preparations

Lecture 32 Send Messages

Lecture 33 Broadcast Messages

Lecture 34 Invoke Unity Events

Lecture 35 Invoke C# Events

Lecture 36 Move Animations

Section 11: UI Control with the new Input System

Lecture 37 UI Control

Section 12: Quick 3D Input Analysis

Lecture 38 3D Asset Setup

Lecture 39 3D Analysis

Section 13: Rebinding

Lecture 40 Rebind Setup

Lecture 41 Understand Indexes and Composites

Lecture 42 Button Setup

Lecture 43 Rebind Basic

Lecture 44 Persistent Bindings

Lecture 45 C# Generated Approach Persistent Bindings

Lecture 46 Cancel Rebind and Exclude Bindings

Lecture 47 TMPro and Rebind

Lecture 48 Custom Rebind Text

Lecture 49 Reset Bindings

Lecture 50 About Duplicate Bindings

Lecture 51 Duplicate Bindings

Lecture 52 Binding Icons

Lecture 53 Final Look

Anyone who wants to learn the new input system,Anyone who wants to create commercial games,Anyone who wants to transfer projects from the old to the new input system