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Organizing Unity Input System Code?
---- Hi, I've just begun experimenting with the new Unity Input System. Personally I am enjoying the easy setup and Events based system it uses. I understand the various ways to use it such as Invoking Unity Events, Send Messages etc.
---- My question is how to efficiently organize and call Inputs. For example, if there is a character that is going to jump. When the character jumps, there is Audio, an Animation and Physics getting triggered. If I were to use Invoke Unity Events in this case. If I pressed "Spacebar" for example, it may trigger or perform a Jump() function.
---- But my problem is that, do I include the Audio, Animation and Physics all into that Jump() function? Would this cause problems? I'm so used to the old system where I separate Audio and Animation into Update() and Physics operations into FixedUpdate(). So I'm just a little confused on what sort of system I should implement in order to achieve this.
---- If anyone has any suggestions or thoughts, would be greatly appreciated. Thanks!
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