Joonaxii
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joonaxii.bsky.social
Joonaxii
@joonaxii.bsky.social
Game programming student (yes, still) from Finland 🇫🇮

I primarily use C#, Unity & C++
Also working on my own C++ game engine

I also draw pixel art from time to time

And I'm also doing some programming on CODE Bunny

Github: https://github.com/Joonaxii
Another very good change is the way I serialize the mapped inputs to a file. Before I was only using Unity's built in JsonUtility which made the old Input System's JSON be a BIG mess. For the new one I manually write only what needed. Below are screenshots of both with extra info in alt text.
April 10, 2025 at 9:26 PM
The Input Icon config in the old Input System was a really big mess too which I made miles better in the new system, below are screenshots of both with more info in the alt texts.
April 10, 2025 at 9:26 PM
Another thing I got from my Localization System is the way we reference inputs in code & by in the editor. Instead of strings like I used before, the new system is assumed to have a max of 256 total inputs which means the ref can just be a single byte. This makes accessing inputs easy & super fast.
April 10, 2025 at 9:26 PM
One thing I should note too is that the new Input System does use Unity's new Input System, but not in the way it's "supposed" to be used, instead I just pass keyboard & gamepad states to my Input System from Unity, making it so the system is cross platform while not changing how it should be used.
April 10, 2025 at 9:26 PM
Just before writing the new Input System, I also had written my own Localization system which taught me a bit more how I should approach the configuration editor window in the new input system too. It might not still be the "best" but it's way better than the old input system's custom inspector.
April 10, 2025 at 9:26 PM
The main reason I made the old input system was that Unity's own new Input System was still new & Unity's Input Manager is much not the greatest. At the time my Input System felt like a cool thing, but looking back, it's a real mess. Below is part of the input configuration of the old input system.
April 10, 2025 at 9:26 PM
Better post something here too, I've been drawing some editor icons for my game engine's different asset types. Not much but at least I have some way of differentiating them from one another now. More will be added when I add more features etc. :D
October 25, 2023 at 2:38 AM