{"repo":"madeyellow/InputBuffer","free":true,"listed":false,"github":"https://github.com/madeyellow/InputBuffer","clone":"git clone https://github.com/madeyellow/InputBuffer.git","description":"Input buffering for Unity","language":"C#","stars":30,"topics":["input","input-buffer","input-buffering","unity"],"license":"MIT","category":"game-templates","readme_excerpt":"❓ What is it? Simple yet effective input buffering with just 4 lines of code! ⚡ Never miss player actions again - perfect for jumps, dashes, and combo moves. Check if buffer isn't expired at any given moment, configure buffer's lifetime, cache input values & etc. 💡 Why Use Input Buffering? Eliminate frustrating gameplay moments! When players press jump just before landing , your logic might ignore it. This solution : Buffers inputs so they execute when conditions are right! 💾 Installation Open Unity Package Manager (Window Package Manager) OR (Window Package Management Package Manager) in Unity 6 ; Click \"+\" → \"Add package from git URL\"; Paste this repo's URL ; Hit Install ; 🚀 Getting started Step 1: Define buffers First of all declare input buffer: You can choose between various types of InputBuffer : SimpleInputBuffer - best for buffering button presses (in terms of Unity's InputSystem) ; IntInputBuffer , FloatInputBuffer - best for buffering axis 1D input (in terms of Unity's InputSystem) ; Vector2InputBuffer - best for buffering gamepad stick input or any other 2D input; Step 2: Buffer input You may configure buffer hold time from Unity Editor by changing holdTime slider OR by passing holdTime argument to InputBuffer constructor. After you've set up suitable InputBuffer you should use .Set(); or .Set(value); method each time you want to buffer your input. You may do it like so: Step 3: Check against the buffer When you need to check if certain input is buffered or not ","default_branch":null,"files":null,"tree":[],"storefront":"/r/madeyellow","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/madeyellow/InputBuffer/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}