OnMouse* not working, IPointer* not working - Unity 6 - troubleshooting

This is probably something I did but I can’t for the life of me figure out what.

I can’t get any of the input functions to work on Unity 6. I have created a very simple scene (camera and one cube) with a very simple test script (just the OnMouse* methods) and nothing. The methods just have Debug.Log statements, but my console remains entirely empty. They are never triggered, no matter what I do.

I’ve tried changing the collider to trigger and back. I have added and removed the event system. I have added and removed a physicsraycaster to the camera. I think I’ve tried everything that can possibly be tried in any combination and there’s just absolutely nothing.

What could cause this weird behaviour and how can I troubleshoot it? I’m out of ideas. (and no, it’s not something stupid like having messages disabled in the console. I double-checked.)

Input in general works. I can click buttons, for example, and UI elements react to the mouse, and in another test scene, a movement script listening to input (Rewired in my case, not Unity’s built-in system) works.

This also seems to be project-specific. A different project

The differences between these two projects are: The old project was started before Unity 6 and recently converted (which worked surprisingly smooth, cool!) and the old project uses the built-in RP while the new one is URP.

Hi @Tom163,
Probably you checked this too, but just to make sure: did you set the active input handler in the Project settings to the (old) InputManager or Both? The InputSystem does not support the OnMouse functions.
That is the only thing I can think of now that changed towards U6 that could cause this (where the InputSystem is the default input handling system).

Yes, I checked that it’s still set to Both (I think that’s the Unity 6 default).

I see. Could you please submit a bug via the Editor Help->Submit bug? It would be very handy to have your (simplified) project attached to it to reproduce the issue.

No need. I found the problem.

I don’t know why, but the Physics setting was set to “none” instead of “PhysX”, so essentially all Physics were turned off (I think). Since my games uses no Physics, I didn’t notice. But obviously, Physics.Raycast requires Physics to be on.

Interestingly, the NavMeshAgents don’t seem to care about Physics, because they were colliding/blocking each other just fine.

Awesome. Which template did you use to create the project? It would be beneficial to track this down to avoid confusions in future.