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Question by FogyX · May 11 at 04:40 AM · androidpc

What is the best way to rewrite this script to a new InputSystem?

I decided to transfer the controls for the first-person game on android to the new InputSystem so that it is also available on the PC.

The stumbling block was the camera control - in the old system, the player could move the camera using an invisible panel on the right half of the screen (as in many FPS games).

Having trouble with the logic I have to create with the new input system without breaking the basic principle of how the camera controls work.

Here is the old script:

 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.EventSystems;
 
 namespace PlayerBehaviour {
 
     [RequireComponent(typeof(Image), typeof(RectTransform))]
     public class CameraController : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
     {
         public Vector2 RotationInputVector;
 
         private bool _isDragging;
 
         private void Update()
         {
             if (!_isDragging)
             {
                 if (RotationInputVector != Vector2.zero)
                 {
                     RotationInputVector = Vector2.zero;
                 }
 
                 return;
             }
 
             
             foreach(Touch touch in Input.touches)
             {
                 if (touch.phase == TouchPhase.Moved)
                 {
                     RotationInputVector.x = touch.deltaPosition.x;
                     RotationInputVector.y = touch.deltaPosition.y;
                     RotationInputVector.Normalize();
                     print(RotationInputVector.ToString());
                 }
                 else if (touch.phase == TouchPhase.Stationary)
                 {
                     RotationInputVector = Vector2.zero;
                 }
                 else if (touch.phase == TouchPhase.Ended)
                 {
                     RotationInputVector = Vector2.zero;
                 }
             }
         }
 
         public void OnPointerDown(PointerEventData pointerEventData)
         {
             _isDragging = true;
         }
 
         public void OnPointerUp(PointerEventData pointerEventData)
         {
             _isDragging = false;
         }
     }
 
 }

What is the best way to recreate this script using new InputSystem? I am new to it so i am stuck.

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