Input Management
Due to our requirement to do all input through an input manager, and most of our input being axial, I found myself missing the utility of the general key abilities. This became an issue on a couple of occasions and I had to write extra code to check if an axis had changed from the last frame. There ended up being a lot of extra fields hanging around that don’t really belong in the class.
After writing the same boiler plate to check an input axis yet again, I decided to write a wrapper class for axial input that mimics the functionality of Input.GetButtonDown
and Input.GetButtonUp
. This was then placed in an InputManager
class and allowed the removal of large amount of code that didn’t belong in the character controller class.