Hi,
I am facing a weird issue.
I tried the new Input System version 1.0.1 and 1.1.1 with unity 2019.4.26 but both are not working in WebGL build, but works in unity editor.
When I upgrade the project file to unity version 2021 the WebGL build works fine.
I was trying to move a UI image in Canvas. Here is now the WebGL log looks like.
As you can see everything looks normal.
This is how I have set up my Input Action.
Here is the code
using UnityEngine;
public class ADAManager : MonoBehaviour
{
public ADAInputAction adaInputMaster;
[Header("References")]
[SerializeField] private GameObject adaCursor;
private Vector3 currentCursorPosition;
private Vector2 adaCursorInput;
private int screenWidth;
private int screenHeight;
private int cursorSensitivity = 2;
private void OnEnable()
{
adaInputMaster = new ADAInputAction();
adaInputMaster.Enable();
screenWidth = Screen.width;
screenHeight = Screen.height;
}
private void OnDisable()
{
adaInputMaster.Disable();
}
// Start is called before the first frame update
void Start()
{
adaInputMaster.ada.move.performed += contex => OnMove(contex.ReadValue<Vector2>());
}
private void OnMove(Vector2 direction)
{
adaCursorInput = direction;
}
private void Update()
{
if (adaCursor.activeSelf)
{
currentCursorPosition = adaCursor.transform.position;
float xValue = currentCursorPosition.x + (adaCursorInput.x * cursorSensitivity);
float yValue = currentCursorPosition.y + (adaCursorInput.y * cursorSensitivity);
if (xValue > screenWidth || xValue < 0)
xValue = currentCursorPosition.x; // If at the limit of the screen, keep the value as-is
if (yValue > screenHeight || yValue < 0)
yValue = currentCursorPosition.y; // If at the limit of the screen, keep the value as-is
adaCursor.transform.position = new Vector3(xValue, yValue, 0);
}
}
}
Please let me know if I should file a bug or am I doing something wrong.
@Schubkraft @Rene-Damm
Thanks

