I’m using the 1.3.0 input package and managed to switch from the old input system successfully. My keyboard and mouse inputs and positon were working well, that is until I clicked and tinkering with my InputSystemPackage asset or so in the project settings. I suspect it’s a problem of my own making but after 2 and half days on this I’m pretty desperate for a solution.
The Mouse.current.device seems to disable itself after 2 frames or so, therefore any input related to mouse does not work or even just a script asking for the world position returns 0,0. My mouse works fine but is getting turned off (as far as unity is concerned) once I click play almost instantly (I still see the cursor but the game doesn’t recognize any input or position from it)
I created a simple script to confirm that and running it in an empty scene.
[SerializeField] private Vector3 mousePos; //This stays at 0,0
void Update()
{
mousePos = Mouse.current.position.ReadValue();
Debug.Log(Mouse.current.position.ReadValue().ToString());
Debug.Log(Mouse.current.device.enabled.ToString());
}
Now the interesting part is it shows the device being enabled for 2 frames and then being turned off.
Is there anything obvious that would do this? This is happening on a scene with nothing else.
Here are my settings, I have tried adding mouse/keyboard to supported devices and also tried with the list empty as you can see on the screenshot below if that matters. No matter what I do the keyboard works but not the mouse.

