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SurvivEngine | Unity Survival Game Framework

SurvivEngine is a complete survival game template and framework for Unity! · By awtdev

new input systems

A topic by JackActDev created 37 days ago Views: 47 Replies: 6
Viewing posts 1 to 2

Are there any update plans? I hope new input systems can be added, such as support for gamepads, custom shortcut keys, and random maps

Developer

The framework makes full use of Unity's input system, so any action can be rebound and supports gamepad out of the box. You'd only have to configure the keybinds in the editor. Random maps are supported, in fact the map used in the demo is randomly generated. It just doesn't auto-generate each time you start a game.

A settings menu with custom shortcuts is a neat idea for a future update!

Thank you for your reply. This framework is really great. Keep it up! Can the current construction system support functions like those in Valheim, such as building floors, walls, ceilings, and gradually developing into a large fortress? Or could we consider adding some automated processes, such as new features like factorio that simplify the mining, smelting and construction processes?

Developer

No problem, thanks for reaching out!

I was considering having a snapping grid building system like Valheim. As you can probably tell, Valheim was a major inspiration. I wouldn't rule out the feature, though it might not be too useful for survival games that don't feature building. 

Same sort of consideration goes into automated buildings, it's a cool idea but best left to the developer if they're making that type of game, I feel. As an asset creator sometimes it's hard to determine where to draw the line on the system you provide - you know very little about the games the users are making, what features and mechanics they need and those they don't. 

Great! I think an indispensable part of survival games is the construction system. Almost all survival games on the market now have this feature. I hope to see this feature later. Thank you! You're right. Every developer has their own ideas and it's hard to satisfy everyone. I'm currently using your framework to try to build some houses like Valheim.

I tried using the input system to support the controller by modifying the buttons, but the effect was not very good. unity's new input system, actionmap, uses events to drive controller operations, which is more efficient and has stronger scalability.  Hope that future versions can support the new input system. Thank you!

Developer

I recall I didn't use the new input system so as to not force developers who download the asset to use it, so you're right built-in support is lacking.
However adding support for your case should be fairly straightforward! I provided the IEntityInputProvider interface, which the entity looks for on Awake to get input. If you create a custom component that uses the new input system and implements that interface, then replace the PlayerInput component on the player with your own input component, it should work seamlessly! The mob entity class doesn't care what class is providing the input as long as it implements the IEntityInputProvider interface. Hope this helps.