Hi ! I have the same problem as the last guy who posted (and the one before, SAEM2710) in : [SOLVED} Multiple EventSystem . (I am not digging up the post because it’s solved)
I really can’t find any answer, to believe that’s why all local co-ops have split menus or cursor like Super Smash Bros, if you know a solution to this problem i am interested ! Thanks !
(In short, you can’t create a character selection menu like Street Fighter, because when two selectors from each player cross, one causes the other to disappear. (Then it is not superimposed either, but that’s another thing). I think this is a problem with the MultiplayerEventSystem …)
Mm, this one is a bit trippy. Its not so much a Bug as much as things like Button, Toggle, etc, do not understand “Multiple event systems”.
You could create a reticle per player… ie the Selector Object here which is assigned from a manager when the player joins and the Player prefab is instantiated.

The selector graphics are designed such that when they overlay they’ll occupy different corners, but you get the idea.
public class Player : MonoBehaviour
{
public Transform selectorObject;
PlayerInput input;
EventSystem eventSystem;
private void Awake()
{
input = GetComponent<PlayerInput>();
eventSystem = GetComponent<EventSystem>();
}
private void Update()
{
selectorObject.position = eventSystem.currentSelectedGameObject.transform.position;
}
}
Thanks for your answer ! I had so given up on the idea of one day receiving an answer to this question ! It’s simple and efficient, but I have an error when the selector wants to change the button: MissingMethodException: UnityEngine.InputSystem.UI.InputSystemUIInputModule.OnMove Due to: Attempted to access a missing member. System.RuntimeType.InvokeMember
Problem which is apparently related to having Input System UI Module with PlayerInput on the same gameobject … How to do then ? ( Unity New Input System MultiplayerEventSystem and InputSystemUIInputModule is commented out )
I just made the error disappear by creating an EventSystem gameobject under the Player prefab where I moved the Input UI Module and the Multiplayer Event system inside, thanks !
Input Module would have an event for OnMove, which would clash with PlayerInput when it is set to InvokeUnityEvent or SendMessage mode. Putting it on a child object is definitely a good solution 