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September 2, 2025 10:15
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new input system under heavy load sample script
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// example script from Unity about this issue https://issuetracker.unity3d.com/issues/the-new-input-system-is-not-detecting-clicks-when-under-heavy-load | |
using UnityEngine; | |
// Use action set asset instead of lose InputActions directly on component. | |
public class SimpleController_UsingActionAsset : MonoBehaviour | |
{ | |
private SimpleControls m_Controls; | |
Vector3 m_MovementSum = Vector3.zero; | |
public float speed = 10f; | |
public void Awake() | |
{ | |
m_Controls = new SimpleControls(); | |
m_Controls.gameplay.move.performed += (callbackContext) => Sum(callbackContext.ReadValue<Vector2>()); | |
} | |
public void Update() | |
{ | |
var move = m_Controls.gameplay.move.ReadValue<Vector2>(); | |
if (move != Vector2.zero ) | |
{ | |
// Calculate sum for the callback's and apply that here. | |
Move(move); | |
m_MovementSum = Vector3.zero; | |
} | |
else if (m_MovementSum != Vector3.zero && m_Controls.gameplay.move.WasPressedThisFrame()) | |
{ | |
Move(m_MovementSum); | |
m_MovementSum = Vector3.zero; | |
} | |
} | |
private void Move(Vector3 move) | |
{ | |
transform.Translate(move * speed * Time.deltaTime); | |
} | |
private void Sum(Vector2 direction) | |
{ | |
m_MovementSum += new Vector3(direction.x, direction.y, 0); | |
} | |
} |
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