Upon starting the game, the input debugger shows all actions on Player#0 as disabled.
This only happens when using the PlayerInput component.
Does anyone have any insight on this?
Upon starting the game, the input debugger shows all actions on Player#0 as disabled.
This only happens when using the PlayerInput component.
Does anyone have any insight on this?
That’s curious, mine doesn’t start disabled but I do toggle them for various things.
Does this work?
var playerInput = GetComponent<PlayerInput>();
playerInput.ActivateInput();
I’ve tried that before, but I tried it again just to be safe. Sadly it has no effect at all. If I don’t use the PlayerInput component and only the UIInputModule, everything works fine.
The only reason I use PlayerInput is because I couldn’t get rebinding keys to work without it for some reason…
Thanks for the reply though, getting any help on this issue seems difficult.
Ya I know what you mean, all feels a little wild west right now huh?
What does your PlayerInput component look like? Here’s mine
I’ve moved all my bindings over to a new “Everything” scheme because it’s the kind of game where users tend to mix and match devices (flight sim) but you shouldn’t need to do any of that.
Here’s my Input Manager preferences too if it gives you any clues.
Looks pretty much the same. Do you have any main menu where you can rebind the keys? I think the problem is some kind of interaction with PlayerInput and the InputSystemUIInputModule.
UIInputModule drives the UI interactions for me and PlayerInput handles rebinding and keeps them persistent to the next scene via DontDestroyOnLoad.