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First Unity Asset Store release: Input Layers, a layer-based input filtering system – would love feedback!
  • 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.

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  • assetstore.unity.com InputLayers [Alpha] | GUI Tools | Unity Asset Store

    Use the InputLayers [Alpha] from Eric Lowry on your next project. Find this GUI tool & more on the Unity Asset Store.

    Cross-posted from: https://lemm.ee/post/39614495

    > 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 =)

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    assetstore.unity.com InputLayers [Alpha] | GUI Tools | Unity Asset Store

    Use the InputLayers [Alpha] from Eric Lowry on your next project. Find this GUI tool & more on the Unity Asset Store.

    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 =)

    2