Input
Input
User input is handled very different between the engines, because Unity doesn’t require input to be defined prior to listening for the input. In a C# script, input can be checked without binding the input outside of the script. In Lumberyard, input must be registered in a file and an input component must be present in the level with an input binding. Only events that correspond to input events within the input binding will be detected in a script.
In Unity, input events can be directly detected each frame in update function. There are no components related to input in Unity, and it is easier to add additional input. However in Lumberyard, the input events allow certain inputs to be disabled quickly as well as being more performing because an if statement isn’t being checked each frame.
The Asset Editor is similar to Unity’s Input settings, however is required to recognize the input. The Asset Editor is how input bindings are created, and allow for different input configurations and modification of the current input configuration quickly. Rather than checking each frame for a set of keys as you would in Unity, each of those keys can be bound to the same input event. Like other things in Lumberyard, events are strings which come with an inherent error of mistyping.