Hi all,

I’ve been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it’d be cool to make it available to others!

It’s free, so if anyone wants to give it a try, I’d love some feedback =)

  • HeckGazer@programming.dev
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    5 months ago

    Very cool. I remember finding myself so frustrated with how poor the default support was I ended up spending a whole night implementing a system of dynamically creating interaction opaque objects based on each UI element you created.

    It has been a long time since I’ve actually used Unity but I’m very glad this exists for future people just wanting to get stuff done.

    props for making it free

    • RougeEric@lemm.eeOP
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      5 months ago

      Thanks for the comment!

      Yeah, I feel like for some reason Gaming treats UIs as some sort of unfortunate burden, and makes it a massive pain to implement. Unity’s new USS system is a massive step forward, but it’s still a bit complicated to get a handle on, and requires a LOT of work to make it fit in with other systems.

      I was hesitant to make this free (it was quite a bit of work after all); but I think I’ll leave it as is, unless I somehow start adding enough features to the point where I cannot justify the time for free. Though regardless, I plan on leaving the core version out there for free.