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The game uses a custom implementation to avoid conflicts of InputAction.
For example, Ctrl+Space is subscribed with higher prio and the more general InputAction Space is cancelled manually. Otherwise, Unity would trigger both InputActions.
Expected behaviour
By now, there seems to be options in the InputAction package that should help with InputAction conflicts like the above example.
See the tooltip of "Input System Package > Settings > Enable Input Consumption".
This should make handling InputActions easier such that the custom workaround with the priority queue can be removed.
The text was updated successfully, but these errors were encountered:
Actual behaviour
The game uses a custom implementation to avoid conflicts of InputAction.
For example,
Ctrl+Space
is subscribed with higher prio and the more general InputActionSpace
is cancelled manually. Otherwise, Unity would trigger both InputActions.Expected behaviour
By now, there seems to be options in the InputAction package that should help with InputAction conflicts like the above example.
See the tooltip of "Input System Package > Settings > Enable Input Consumption".
This should make handling InputActions easier such that the custom workaround with the priority queue can be removed.
The text was updated successfully, but these errors were encountered: