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Hi Ben,
For the Input Binding stuff, why aren’t we using an Input Manager? I know that Project Boost is a rather simple game from in input standpoint, but I’m thinking of expanding the game to control other objects, potentially, and I don’t want to have to repeat Input code in every script that I wanted to manipulate with keyboard input, or potentially, game pad input. Are you going to show how to implement an Input Manager system down the road?

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