WarDuck Posted June 15, 2020 Share Posted June 15, 2020 Hi, Just Started using Unigine coming from Cryengine and Unreal engine experience and I have to say I am impressed. I do Have one question in mind, its about Input System, right now all the tutorials I saw are checking for user input in the Update Function like the Older Unity Input System instead of Event based ones like in Cryengine and UE4 by Default, which gives a performance boost and is neat compared to the Update/Tick approach. In UE4 it has this InputComponent System that does the job I am looking for something like this. //Aim PlayerInputComponent->BindAction("Aim", IE_Pressed, this, &ARHN_C_DefaultCharacter::AimStart); PlayerInputComponent->BindAction("Aim", IE_Released, this, &ARHN_C_DefaultCharacter::AimStop); Thanks in Advance! 1 Link to comment
silent Posted June 19, 2020 Share Posted June 19, 2020 Right now we don't have plan to switch current input system to the event-based one. Maybe in the future when there would be a more demand of it. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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