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Question by HitarthPadaliya · Dec 09, 2020 at 07:13 AM · inputdots

New Input System implementation with DOTS (ECS, Jobs, Burst)

Hello, I am currently a noob for DOTS and learning the job system with ECS and the Input System. I am currently generating an entity with the default cube mesh and I want it to interact with the new Input System package (currently 1.0.1). If anyone knows how to implement the new Input System with Jobs and ECS, I would be really grateful to you.

Thanks in advance.

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Answer by andrew-lukasik · Dec 09, 2020 at 05:31 PM

This is probably the most basic implementation to marry InputSystem with ecs now:

 // PlayerAuthoring.cs
 using UnityEngine;
 using UnityEngine.InputSystem;
 using Unity.Mathematics;
 using Unity.Entities;
 using Unity.Transforms;
 
 public class PlayerAuthoring : MonoBehaviour, IConvertGameObjectToEntity
 {
     void IConvertGameObjectToEntity.Convert ( Entity entity , EntityManager dstManager , GameObjectConversionSystem conversionSystem )
     {
         dstManager.AddComponent<PLAYER>( entity );
     }
 }
 
 public struct PLAYER : IComponentData {}
 
 public class PlayerMovementSystem : SystemBase
 {
     protected override void OnUpdate ()
     {
         float dt = Time.DeltaTime;
         float3 inputs = default(float3);
         const float speed = 5f;
         
         // replace this code with your own input mapping method:
         var keyboard = Keyboard.current;
         if( keyboard!=null )
         {
             inputs = new float3{
                 x = keyboard.dKey.ReadValue() - keyboard.aKey.ReadValue() ,
                 y = keyboard.spaceKey.ReadValue() - keyboard.leftCtrlKey.ReadValue() ,
                 z = keyboard.wKey.ReadValue() - keyboard.sKey.ReadValue()
             };
         }
         
         Entities
             .WithName("basic_locomotion_job")
             .WithAll<PLAYER>()
             .ForEach( ( ref LocalToWorld transform , in Entity entity ) =>
             {
                 #if UNITY_EDITOR
                 Debug.DrawLine( transform.Position , transform.Position+inputs , Color.yellow );
                 #endif
 
                 transform.Value = math.mul(
                     transform.Value ,
                     float4x4.Translate( math.normalizesafe(inputs) * speed * dt )
                 );
             } )
             .WithBurst().ScheduleParallel();
     }
 }
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