> For the complete documentation index, see [llms.txt](https://mindcodeinteractive.gitbook.io/easy-build-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mindcodeinteractive.gitbook.io/easy-build-system/meta/f.a.q.md).

# F.A.Q

### General

#### How many building parts can the system handle?

There's no hard limit. With batching/grouping enabled, games with 1,000+ placed parts run smoothly. For 5,000+ parts, make sure batching is active and consider using LODs on your models.

***

#### Does it work with the New Input System?

Both the New Input System and Legacy Input Manager are supported out of the box.\
The code uses `#if ENABLE_INPUT_SYSTEM` directives, so both paths coexist.\
Assign `InputActionReference` assets in the inspector when using the new system.

***

#### Can I build at runtime without a player controller?

You can call `BuildingManager.Instance.PlacePart()` from any script without a [Building Controller](/easy-build-system/reference/building-controller.md). The controller is only needed for interactive building with preview, raycasting, and input handling.

***

#### Can I use Easy Build System in a 2D game?

The system is designed for 3D, using Physics raycasting and 3D transforms.\
Adapting it to 2D requires a custom [Building View](/easy-build-system/reference/building-controller/building-view.md) with Physics2D raycasting and 2D collider support. This is possible but requires significant customization.

***

#### Does the system work in WebGL?

Yes, though file-based save providers may need adjustment due to restricted file access.\
Use PlayerPrefs as the save provider, or implement a custom server-side save adapter.


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