# Unity Input System - 'Warriors' Example Project
![warriors.png](https://i.imgur.com/m4cuul3.png)
## Overview
**Description**
This Unity example project has been created to demonstrate a variety of tools and functionality with Unity's Input System.
You can learn more about the Input System here: https://unity.com/features/input-system
**Input System Demonstrated Scenarios**
- Input Action Control Scheme for basic Player Controls (Directional Axis for Movement, Button press for Attack)
- Setting up Keyboard and Generic Gamepad bindings to the Control Scheme
- Tested with the follwing controllers: PlayStation Dualshock 4, Xbox One and Nintendo Switch Pro
- Instancing multiple Player Controllers for a local multiplayer setup
- UI Input (Virtual Joystick and Virtual Button) for Touchscreen Controls
- Runtime switching between Player Control and Menu Control Action Maps
- UI for rebdining action controls to new buttons and joysticks
- Displaying connected device data in both Screen Space and World Space UI
- Callbacks for an Input Device runtime disconnecting and reconnecting
**Other Demonstrated Scenarios**
- Universal Render Pipeline's Camera Stacking for Overlay UI
- Universal Render Pipeline's Scriptable Render Pass for Scene Blur UI Overlay
- Universal Render Pipeline's Integrated Post-Processing for Tonemapping
- Nested UI Prefab for Displaying Input Device Information
- Shader Graph for filtering a Mask Map for Team Colors
- TextMesh Pro for rendering Screen Space and World Space UI Text
- Scriptable Object for storing Device Display Colors and Display Names
## Project Versions and Branches
*Important:* The project is in continuous development and improvement! Branches are used as 'time-stamps' for project states for Webinars.
- [Branch: V1](https://github.com/UnityTechnologies/InputSystem_Warriors/tree/V1) - [Unite Now: Input System - Meet The Devs (April 2020)](https://www.youtube.com/watch?v=gVus9PqfgAM)
- [Branch: V2](https://github.com/UnityTechnologies/InputSystem_Warriors/tree/V2) - [Unite Now: Input System: Workflow Tips & Feature Integrations (November 2020)](https://www.youtube.com/watch?v=xF2zUOfPyg8)
- [Master](https://github.com/UnityTechnologies/InputSystem_Warriors) - Most Recent [Unite Now Webinar](https://www.youtube.com/watch?v=xF2zUOfPyg8)
## Tech Info
**Unity Version**
- Current: [2019.4.13f1](https://unity.com/releases/2019-lts)
**Packages**
- com.unity.inputsystem: 1.0.0
- com.unity.textmeshpro: 2.0.1
- com.unity.render-pipelines.universal: 7.3.1
**Hardware**
This example project has been developed and tested with the following input devices:
- Keyboard
- PlayStation 4 Dualshock Controller
- Xbox One Controller
- Nintendo Switch Pro Controller
- Android Samsung Galaxy S9 (Touchscreen for Virtual Joystick and Virtual Button)
- Mouse (For simulating touchscreen input in the Unity Editor)
**Software**
This example project was developed and tested on Windows 10.
## Usage
This example project is publicly available for you to:
- Use as a learning resource for the Input System or any other implemented feature & tool
- Use as a foundation for building your own projects
- Extract code, assets and information for your own projects
If you do use this example project in some form, please feel free to contact Andy Touch (andyt[at]unity3d.com); he'd love to hear from you about your your experience with it!
## Credits & Feedback
This example project is developed by Unity Technologies and has involvement from R&D, Product Management, Product Marketing and Evangelism.
If you have any feedback or questions about Unity's Input System, you are invited to join us on the forums: https://forum.unity.com/forums/new-input-system.103/
If you have any issues, errors or feedback about the example project; you can open an issue on this repository or send an email to andyt[at]unity3d.com
## Technical Disclaimers & Known Issues
- The GameManager script has a toggle for spawning a group of Warriors at Runtime.
- The number of warriors that is spawned is based on a fixed integer variable (manually set in the Inspector), and is not based on the number of input devices connected and detected.
- When opening the project for the first time, the **Pause Menu Screen Blur Effect** might not be rendering.
- To fix this, locate the **UniversalRenderPipeline_Renderer_MenuBlur** asset and add the **Kawase Blur Render Pass** to the Renderer Features
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新Unity输入系统的示例项目.zip (422个子文件)
LiberationSans SDF.asset 2.15MB
FontAsset_Body.asset 2.05MB
FontAsset_Header.asset 2.05MB
ProjectSettings.asset 20KB
EmojiOne.asset 13KB
InputManager.asset 10KB
LiberationSans SDF - Fallback.asset 9KB
QualitySettings.asset 7KB
Default Style Sheet.asset 5KB
GraphicsSettings.asset 3KB
Volume_Example.asset 2KB
Physics2DSettings.asset 2KB
UniversalRenderPipeline_Renderer_MenuBlur.asset 2KB
DeviceDisplaySettings_PlayStationDualshock4.asset 2KB
DeviceDisplaySettings_NintendoSwitchProController.asset 2KB
DeviceDisplaySettings_XboxController.asset 2KB
UniversalRenderPipeline_Asset.asset 2KB
TMP Settings.asset 2KB
DeviceDisplayConfigurator.asset 1KB
UniversalRenderPipeline_Renderer_Normal.asset 1KB
NavMeshAreas.asset 1KB
DynamicsManager.asset 1KB
EditorSettings.asset 1KB
PackageManagerSettings.asset 881B
UnityConnectSettings.asset 853B
DeviceDisplaySettings_GamepadGeneric.asset 802B
DeviceDisplaySettings_Keyboard.asset 797B
AudioManager.asset 416B
URPProjectSettings.asset 410B
TagManager.asset 401B
VFXManager.asset 308B
EditorBuildSettings.asset 257B
TimeManager.asset 202B
XRSettings.asset 158B
PresetManager.asset 146B
ClusterInputManager.asset 114B
TMPro_Surface.cginc 4KB
TMPro_Properties.cginc 3KB
TMPro.cginc 2KB
AnimationController_Warrior.controller 5KB
DeviceDisplaySettingsEditor.cs 6KB
DeviceDisplayConfigurator.cs 5KB
PlayerController.cs 5KB
GameManager.cs 5KB
UIRebindActionBehaviour.cs 4KB
KawaseBlur.cs 4KB
Singleton.cs 3KB
OldUIMenuManager.cs 3KB
GameManagerEditor.cs 3KB
UIMenuBehaviour.cs 3KB
DeviceDisplayConfiguratorEditor.cs 2KB
PlayerVisualsBehaviour.cs 2KB
PlayerMovementBehaviour.cs 2KB
CameraManager.cs 2KB
EventSystemManager.cs 1KB
UIMenuPlayerDeviceDisplayBehaviour.cs 974B
DeviceDisplaySettings.cs 930B
PlayerAnimationBehaviour.cs 853B
UIContextPanelsBehaviour.cs 742B
PlayerUIDisplayBehaviour.cs 695B
UIBillboardBehaviour.cs 605B
UIManager.cs 540B
UIPanelRebindBehaviour.cs 397B
UIPanelQuitBehaviour.cs 389B
UIMenuOptionBehaviour.cs 290B
Warrior_Idle.fbx 2.39MB
Warrior_die.fbx 2.1MB
Warrior_bindpose.fbx 1.68MB
Warrior_Run.fbx 1.17MB
Warrior_GetHit.fbx 1.09MB
Warrior_attack.fbx 943KB
.gitignore 470B
InputActions_Player.inputactions 23KB
packages-lock.json 9KB
EmojiOne.json 4KB
manifest.json 2KB
Settings.json 2KB
Settings.json 173B
Warrior_avatarMask.mask 8KB
Material_Grid.mat 3KB
UI_Banner_Material.mat 3KB
UI_Index_Circle_Mat.mat 3KB
UI_Button_WaitForInput_Material.mat 3KB
LiberationSans SDF - Drop Shadow.mat 3KB
Material_Blue.mat 3KB
LiberationSans SDF - Outline.mat 3KB
MAT_Warrior_Blue.mat 3KB
MAT_Warrior_Red.mat 3KB
UIImage_Mat.mat 2KB
MAT_Warrior_Base.mat 2KB
TEX_Warrior_D.mat 2KB
MAT_Warrior_DeviceColors.mat 2KB
UI_Panel_Material.mat 1KB
KawaseBlur_Material.mat 766B
README.md 4KB
Warrior_bindpose.fbx.meta 25KB
Warrior_die.fbx.meta 18KB
Warrior_Idle.fbx.meta 18KB
Warrior_attack.fbx.meta 18KB
Warrior_Run.fbx.meta 18KB
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