InputAction ref seems inconsistent between Build and Editor. 2019.4.9f1 / 1.1.0 preview2

Hi,
I’m noticing a strange behavior, the same code execution has two different outcomes whether I’m in editor or in a Build.

The result is a part of my InputActions are not enabled in my build although they are in the editor.

I have a general service that enables all the maps at startup :

InputActionAsset.actionMaps.ForEach(m => m.Enable());

It’s executing in both the editor and in the build.
But when later I step on these lines

_settings.ZoomToggleButton.action.performed += ZoomToggle;
        _settings.RotationAxis.action.performed     += RotateCamera;

Both actions are “enabled=true” in the editor and “enabled=false” in the build.

I’m using InputActionReference to reference my action

Question are :

  • Is InputActionReference handled differently in editor and in build ? So that in editor the InputActionAsset references the same input action as ZoomToggleButton and RotationAxis but not in the player.
  • If yes how do we ensure to reference the exact same InputActions and not unrelated ones ?
  • If no, is this a bug ?

Thanks for the insights.

Unity 2019.4.9f1 / InputSystem 1.1.0 preview2

I tried, at edit time, to scrap all InputActionReferences from the main asset and use them but still no luck. In the builded player my actions are not triggered.