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Unityframework~10 mins

New Input System overview in Unity - Interactive Code Practice

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Practice - 5 Tasks
Answer the questions below
1fill in blank
easy

Complete the code to create a new InputAction.

Unity
var jumpAction = new InputAction(name: [1]);
Drag options to blanks, or click blank then click option'
A"Jump"
BJump
Cjump
DinputJump
Attempts:
3 left
💡 Hint
Common Mistakes
Forgetting to put quotes around the action name.
Using a variable name without quotes.
2fill in blank
medium

Complete the code to enable the InputAction.

Unity
jumpAction.[1]();
Drag options to blanks, or click blank then click option'
AEnable
Brun
Cactivate
Dstart
Attempts:
3 left
💡 Hint
Common Mistakes
Calling start() instead of enable().
Using activate() which does not exist.
3fill in blank
hard

Fix the error in the code to read the value of the InputAction as a float.

Unity
float value = jumpAction.ReadValue<[1]>();
Drag options to blanks, or click blank then click option'
Aint
Bbool
Cstring
Dfloat
Attempts:
3 left
💡 Hint
Common Mistakes
Using int which is not suitable for analog input.
Using string or bool which are invalid types here.
4fill in blank
hard

Fill both blanks to create a dictionary of action names and their enabled status.

Unity
var actionStatus = actions.ToDictionary(action => [1], action => action.[2]);
Drag options to blanks, or click blank then click option'
Aaction.name
Benabled
CisEnabled
Dactive
Attempts:
3 left
💡 Hint
Common Mistakes
Using isEnabled or active which are not valid properties.
Using enabled without the action prefix.
5fill in blank
hard

Fill all three blanks to subscribe to the performed event with a callback method.

Unity
jumpAction.[1] += [2] => [3]();
Drag options to blanks, or click blank then click option'
Aperformed
Bcontext
COnJump
Dstarted
Attempts:
3 left
💡 Hint
Common Mistakes
Using started event instead of performed.
Not using a parameter in the lambda.
Calling a method name that does not exist.

Practice

(1/5)
1. What is the main purpose of the New Input System in Unity?
easy
A. To create 3D models for games
B. To handle multiple input devices easily and flexibly
C. To manage game physics and collisions
D. To optimize game graphics performance

Solution

  1. Step 1: Understand the role of input systems

    The New Input System is designed to manage inputs from devices like keyboard, mouse, gamepads, etc.
  2. Step 2: Compare with other options

    Options B, C, and D relate to graphics, physics, or modeling, not input handling.
  3. Final Answer:

    To handle multiple input devices easily and flexibly -> Option B
  4. Quick Check:

    New Input System = device input management [OK]
Hint: Focus on input device management purpose [OK]
Common Mistakes:
  • Confusing input system with graphics or physics
  • Thinking it only handles keyboard input
  • Assuming it creates game assets
2. Which of the following is the correct way to enable an input action in the New Input System?
easy
A. inputAction.Run();
B. inputAction.Start();
C. inputAction.Activate();
D. inputAction.Enable();

Solution

  1. Step 1: Recall method names in New Input System

    The method to activate an input action is called Enable(), not Start(), Activate(), or Run().
  2. Step 2: Confirm syntax correctness

    inputAction.Enable(); is the correct syntax to enable the action.
  3. Final Answer:

    inputAction.Enable(); -> Option D
  4. Quick Check:

    Enable() activates input actions [OK]
Hint: Remember Enable() activates input actions [OK]
Common Mistakes:
  • Using Start() instead of Enable()
  • Confusing method names with Activate() or Run()
  • Forgetting parentheses after method name
3. Given this code snippet using the New Input System:
var moveAction = playerInput.actions["Move"];
moveAction.Enable();
var value = moveAction.ReadValue<Vector2>();
Debug.Log(value);

What does value represent?
medium
A. The current 2D vector input from the Move action
B. A boolean indicating if Move is pressed
C. The name of the Move action as a string
D. An integer representing Move action's ID

Solution

  1. Step 1: Understand ReadValue<Vector2>()

    This method reads the current input value as a Vector2, typically for movement directions.
  2. Step 2: Analyze the variable 'value'

    Since moveAction is enabled and ReadValue<Vector2>() is called, value holds the 2D input vector from the Move action.
  3. Final Answer:

    The current 2D vector input from the Move action -> Option A
  4. Quick Check:

    ReadValue<Vector2>() returns Vector2 input [OK]
Hint: ReadValue<Vector2>() returns 2D input vector [OK]
Common Mistakes:
  • Thinking it returns a boolean
  • Confusing value with action name or ID
  • Not enabling the action before reading
4. What is wrong with this code snippet using the New Input System?
var jumpAction = playerInput.actions["Jump"];
jumpAction.ReadValue<float>();
jumpAction.Enable();
medium
A. The action is read before it is enabled
B. ReadValue<float>() is not a valid method
C. The action name "Jump" is invalid
D. Enable() should be called twice

Solution

  1. Step 1: Check the order of method calls

    The code reads the input value before enabling the action, which means no input is active yet.
  2. Step 2: Understand correct usage

    Enable() must be called before reading values to get valid input data.
  3. Final Answer:

    The action is read before it is enabled -> Option A
  4. Quick Check:

    Enable() must come before ReadValue() [OK]
Hint: Always enable input action before reading values [OK]
Common Mistakes:
  • Reading input before enabling action
  • Assuming ReadValue<float>() is invalid
  • Thinking action names must be changed
5. You want to temporarily stop all player input during a cutscene using the New Input System. Which approach is best?
hard
A. Delete the input action asset during the cutscene
B. Set all input action callbacks to null
C. Call playerInput.actions.Disable() to disable all input actions
D. Ignore input values but keep actions enabled

Solution

  1. Step 1: Understand disabling input actions

    Calling Disable() on the actions disables all input reading cleanly and temporarily.
  2. Step 2: Evaluate other options

    Deleting assets is destructive, setting callbacks to null is error-prone, ignoring inputs wastes resources.
  3. Final Answer:

    Call playerInput.actions.Disable() to disable all input actions -> Option C
  4. Quick Check:

    Disable() cleanly stops input during cutscenes [OK]
Hint: Use Disable() to pause all inputs safely [OK]
Common Mistakes:
  • Deleting input assets instead of disabling
  • Nullifying callbacks causing errors
  • Ignoring inputs wastes CPU
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10 questions~5 mineasy hard